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need more and better mercs :(


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#21 C4RPY

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Posted 22 October 2010 - 13:40

true. but odd that the 3 or 4 highest level mercs are all crazy hp. 18k dam and 40k hp > 8k dam and 50k hp


No, not at all..

There is equal top Mercs that have great Attack, Def and Damage.. ok, not 50k stat in attack, defence or damage but spread well over the 3 stats

#22 fs_knc

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Posted 22 October 2010 - 13:48

i just think it's weird that nothing else leans that crazy to any one stat. and it's to the least useful stat. yes yes, i know it's useful, but still.

#23 fs_deljzc

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Posted 22 October 2010 - 14:47

The problem with mercenaries is not quantity but quality.

The game is just a lot different from when the mercenary system was first created back in 2006/2007. The level of players, the strength of the monsters, the power of the equipment, the quantity of new content has all increased dramatically.

Half of the mercenaries currently available are completely obsolete for 90% of the players playing.

That wasn't the intent when the mercenary system was first created and it shouldn't be the intent now.

Just eliminate some of the weaker mercenaries from the game understanding the game has evolved past their use. Nothing wrong in that.

#24 C4RPY

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Posted 22 October 2010 - 16:14

The problem with mercenaries is not quantity but quality.

The game is just a lot different from when the mercenary system was first created back in 2006/2007. The level of players, the strength of the monsters, the power of the equipment, the quantity of new content has all increased dramatically.

Half of the mercenaries currently available are completely obsolete for 90% of the players playing.

That wasn't the intent when the mercenary system was first created and it shouldn't be the intent now.

Just eliminate some of the weaker mercenaries from the game understanding the game has evolved past their use. Nothing wrong in that.


Yeah I agree with this completely... alot of them really are of very little use, if any use at all.

So, maybe replace these with new Mercs that are of use.. these don't have to be more powerful than what we already have but equal to the better mercs that we have. I think it is important to still keep the same number of mercs available so that guilds are not left short if/when they need mercs

#25 Leos3000

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Posted 22 October 2010 - 17:38

The problem with mercenaries is not quantity but quality.

The game is just a lot different from when the mercenary system was first created back in 2006/2007. The level of players, the strength of the monsters, the power of the equipment, the quantity of new content has all increased dramatically.

Half of the mercenaries currently available are completely obsolete for 90% of the players playing.

That wasn't the intent when the mercenary system was first created and it shouldn't be the intent now.

Just eliminate some of the weaker mercenaries from the game understanding the game has evolved past their use. Nothing wrong in that.


Yeah I agree with this completely... alot of them really are of very little use, if any use at all.

So, maybe replace these with new Mercs that are of use.. these don't have to be more powerful than what we already have but equal to the better mercs that we have. I think it is important to still keep the same number of mercs available so that guilds are not left short if/when they need mercs


This is kinda what I was thinking about the other day, as it seems 80-90% of the mercs are below level 200 as of right now, and pretty much useless to most of the guilds that want to hire mercs.

Currently there are 4-6 super mercs (425 SE and up and the 500 elites and up)

Good mercs would be probably another 4-6 (225 SE-375 SE 285-400 elites)

There are some intermediate mercs that can serve as a filler in a pinch maybe 10 (The SE-100-200, and the elites above level 150 and the higher Champion 1's)

But the rest of the mercs add almost nothing to group stats since the are such a low level and add 20% of their total stats.

The mercs do not have to be any more powerful then the top 1's currently are, as you can kill anything in the game with just those 3, but the quality to quantity ratio really should be looked at.

I think there are now around 75 mercs in the game and maybe 1/3 of them have any use to anyone over level 300.

The mercs would get used a lot more and sink more gold if their average level was around 300 instead of maybe 150 like it is now. Upgrade some of the SE mercs if anything, its sad to see hoofmaster, forn the dreadlord and many other lower level 1's be so useless

#26 rowbeth

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Posted 22 October 2010 - 19:14

I never have issues getting 3 good mercs, maybe it's the time of day I log and hire but always manage just fine. If you know you are going to hunt and need 3 good mercs for elite quests or elite hunting for sets you plan ahead. It's not difficult.


Time of day might have a lot to do with it. I think I have only once found a really good merc - and there are many times when I have sent out ~ 100 expeditions over 3-4 different times in the 3-4 hours leading up to my hunt. And, quite frankly, that gets somewhat boring.

I'd like to see a change in the system that lets you set a minimum level of merc you'd be willing to hire, and that lets you do multiple searches until you find one - that's if upgrading the merc-ensemble to recognise the current profile of player levels doesn't happen.

#27 fs_grrraham

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Posted 23 October 2010 - 20:36

as my wife says "no"

#28 fs_andypearce

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Posted 23 October 2010 - 20:45

I had this discussion before, and was told you can, but you really don't have access to all of the Mercenaries at once, you have to hire and fire them to get to the good ones usually, not that it is the best one, but using an example, Forn the Deathlord, is always in the final few available, if there is 75 Mercenaries available, shouldn't you have access to one of those 75 with every click? Instead of having to hire and fire to access others, or that 75 available is not really true.

But going back to the subject, I don't think we really need more, but I would like for the useless ones to be changed, or upgraded, because it's just annoying having to spend ages looking for Mercenaries that are actually useful.

#29 EJames2100

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Posted 23 October 2010 - 20:48

IS anyone else seeing the absolute genius of this goldsink ? :lol:

#30 fs_regnier7

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Posted 23 October 2010 - 21:27

IS anyone else seeing the absolute genius of this goldsink ? :lol:


Yes.... indeed I do. :lol:

#31 centurion

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Posted 24 October 2010 - 05:33

well, at 400 gold per search(for my guild) , even 100 only cost 40000. pretty small sink IMHO. frankly, I'd rather pay higher price and get the level of merc I want, just to save time and energy. it is just total pain the way it is currently. frankly, I've only managed to get few decent merc hired in last two years (about 60 mercs hired) in the lower lvl days, if I can get 1 decent one, 2 weaker ones were fine, but that is no longer the case.

#32 shokolo

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Posted 24 October 2010 - 05:49

IS anyone else seeing the absolute genius of this goldsink ? :lol:


Yes.... indeed I do. :lol:


I never did get what you did there :|

Anyway , on topic

Why not use allow players to set the search cost ( like scavenging )? , where the more you pay the higher chance of getting a stronger merc

#33 fs_regnier7

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Posted 24 October 2010 - 06:01

IS anyone else seeing the absolute genius of this goldsink ? :lol:


Yes.... indeed I do. :lol:


I never did get what you did there :|

Anyway , on topic

Why not use allow players to set the search cost ( like scavenging )? , where the more you pay the higher chance of getting a stronger merc

Because cycling through mercs like you saw in the example I give sinks loadsss of gold? :lol:

#34 sweetlou

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Posted 24 October 2010 - 07:50

Because cycling through mercs like you saw in the example I give sinks loadsss of gold? :lol:

It certainly does for players in nearly maxed membership guilds where the merc costs are exorbitant. Now imagine if the devs would apply the same kind of costs to relic empowerment?

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#35 fs_regnier7

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Posted 24 October 2010 - 07:54

Because cycling through mercs like you saw in the example I give sinks loadsss of gold? :lol:

It certainly does for players in nearly maxed membership guilds where the merc costs are exorbitant. Now imagine if the devs would apply the same kind of costs to relic empowerment?

eh .. upkeep based on guild size seems more reliable, in my opinion.

Maybe slightly higher upkeep when 2-3+ relics are held?

#36 sweetlou

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Posted 24 October 2010 - 08:07

eh .. upkeep based on guild size seems more reliable, in my opinion.

Maybe slightly higher upkeep when 2-3+ relics are held?

I wasn't referring to relic upkeep, merely the cost to empower the relics should be tied to guild size as the empowered relic benefits more players. But sure an upkeep cost would sink tons of gold, certainly if costs increased for holding 2+ empowered relics.

The devs can manipulate the game's economy quite easily. Why do you think all of the gold sink threads get ignored? I think these guys know exactly what they are doing. Higher Marketplace prices to sell gold help drive donations, especially for the newer players, plain and simple.

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#37 fs_regnier7

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Posted 24 October 2010 - 08:21

I wasn't referring to relic upkeep, merely the cost to empower the relics should be tied to guild size as the empowered relic benefits more players. But sure an upkeep cost would sink tons of gold, certainly if costs increased for holding 2+ empowered relics.

The devs can manipulate the game's economy quite easily. Why do you think all of the gold sink threads get ignored? I think these guys know exactly what they are doing. Higher Marketplace prices to sell gold help drive donations, especially for the newer players, plain and simple.

Yeah, but it also scares away a lot of more casual players who can't afford to donate much.... without a nice amount of players to populate the game, you have no community... just a few people putting in money to try winning mine-is-bigger arguments with other donators. :lol:

#38 sweetlou

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Posted 24 October 2010 - 09:04

Yeah, but it also scares away a lot of more casual players who can't afford to donate much.... without a nice amount of players to populate the game, you have no community... just a few people putting in money to try winning mine-is-bigger arguments with other donators. :lol:

Constant donators do get into the 'mine is bigger/better' competitions, but I would be willing to bet that HCS makes their bread and butter on the casual donator, the guy who ponies up less then 5 times in total, the one who is swayed by incentive pots like AL500 and Sacrifice300, the player that wants to get ahead upgrading their character/gear because saving FSPs from selling gold is very difficult early on. I'm sure they base all their financial game decisions from data they accumulate. This is a game based on numbers, after all.

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#39 fs_regnier7

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Posted 24 October 2010 - 09:11

Well, we'll see. If they make it to where you need to donate or be lucky enough to start early and build up to get anywhere at all, they'll have issues with the community shrinking, I'm sure.

#40 centurion

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Posted 24 October 2010 - 13:21

Because cycling through mercs like you saw in the example I give sinks loadsss of gold? :lol:

It certainly does for players in nearly maxed membership guilds where the merc costs are exorbitant. Now imagine if the devs would apply the same kind of costs to relic empowerment?



does maxed out guild really need mercs? unless some one wants to farm a tough mob? so it cost 1300/ attempt for 130 person guild guild bank has more than you need in those guild anyway. not a big sink when that gold nvr gets turned to fsp anyway


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