cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: FRANK_THE_TANK on October 28, 2011, 09:39:28 am
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It allows for a decent light cav build, nothing amazing but its there, as well as many other hybrid builds with a high cost weapon.
I did tested my cav build, rouncy, light lance, Tunic over mail, Shashi (the white helmet thing), heater shield, arabian cav sword, rus shows, mail mittens. I was loosing about 1.8k every 14 rounds supporting that build. If Brought my light xbow that went up to 2.5 because it broke all the time, even though I had 98 wpf, or at least I think it did. I didn't right down what broke, just how much it cost and when I was using that build I got hit, every round for 14 rounds.
Also bring the WPF break cap down from 100 to 55. That way you can sacrifice the final few points you would throw into archary/1h/xbow into your support weapon and not have it constantly break.
Cheers
And yes, I guess I'm kind of asking for a buff... BUFF BUFF BUFF!
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I'm pretty sure the calculated mean for keepable equip is around 50k. I for sure have made money with equip as low as 30k. Even though long streak of x1 and x2 can make cash go low even a short x5 streak usually makes it all up. I think it was WaltF4's post.
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I worked this out assuming an average multiplier of x2 and it's around 38500 gold, which is a good amount in my opinion.
Calculation follows:
One item
Expected loss=P(break)*Cost of break
=P(break)*aC where a=0.07 and C =gear cost
n items
Expected loss=[P(break)a(C1)]+[P(break)a(C2)]+......
=P(break)a(Total gear cost)
Ok now you get 100 gold per tick so:
100/(a*P(break)=max sustainable gear cost~38500 gold
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Technically the average multiplier is between 1.9 and 2.0 but good work nonetheless!
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Yes I know this, but with valour now its reasonable to assume average~2. It's not a problem either, just some very simple probability, but thanks anyway.
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There should be a Friendly player bump upkeep for cav. :twisted:
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Cool, some where along the line I must have been told a tall tail about 25k being what the devs were aiming for as a stable point. I'm currently rolling between 38-40 but haven't played enough to have any usable states, its fine though. I'm not making money but I haven't gone bankrupt. I am however scared as all hell about wipping out my xbow :{P That devil of thing is a gold digger.
The only trouble is some times I have a huge payout... And go from 3k to 500 gold, and then I am afraid to drive my beloved ferrari because I can't pay for the insurance :(
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25K used to be the economical point for a X1, since it was a sustainable 25K*Multiplier before upkeep changed.
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Join Byzantium and play only during primetime on a server with banner balance and you'll make tons of money with 39856 gold gear. I think I break about even if I wouldn't have my clanmates supplying me with a damn good multiplier.
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Join Byzantium and get owned by randoms on a server with banner balance (and on strat...) and you'll make tons of fail even with gold gear. I think I'd break about if I didn't have my clanmates supplying me with such a horrible multiplier.
:twisted:
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:twisted:
You could've done so much more with that, this was just random.
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You could've done so much more with that, this was just random.
Dude, I even fixed the grammar for you, be happy.
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I worked this out assuming an average multiplier of x2 and it's around 38500 gold, which is a good amount in my opinion.
Calculation follows:
One item
Expected loss=P(break)*Cost of break
=P(break)*aC where a=0.07 and C =gear cost
n items
Expected loss=[P(break)a(C1)]+[P(break)a(C2)]+......
=P(break)a(Total gear cost)
Ok now you get 100 gold per tick so:
100/(a*P(break)=max sustainable gear cost~38500 gold
In my case is much much higher. You see, you pay for upkeep only when round ends. So you can leave at x1 if you're dead and your team is about to lose and you won't pay upkeep but will still earn some cash. If you keep doing that (staying at x1 only if your team wins) your average multi is much higher and your upkeep chance is much lower so you're gonna earn a lot of cash even if you're using semi expensive gear which is considered barely sustanable in the long run.
So yeah upkeep is not just bad idea in the first place but it's also very exploitable and pretty much redundant since market started. People with loads of money don't care about it and people who know how it works can lower the chance and thefore actually earn money with expensive gear...
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In my case is much much higher. You see, you pay for upkeep only when round ends. So you can leave at x1 if you're dead and your team is about to lose and you won't pay upkeep but will still earn some cash. If you keep doing that (staying at x1 only if your team wins) your average multi is much higher and your upkeep chance is much lower so you're gonna earn a lot of cash even if you're using semi expensive gear which is considered barely sustanable in the long run.
So yeah upkeep is not just bad idea in the first place but it's also very exploitable and pretty much redundant since market started. People with loads of money don't care about it and people who know how it works can lower the chance and thefore actually earn money with expensive gear...
what? when upkeep was introduced there was also a break chance when you leave, to prevent exactly this behaviour. Was this removed?
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Yes there was a break chance when you leave but I haven't noticed that happening recently.
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Yes there was a break chance when you leave but I haven't noticed that happening recently.
... because you left?