He should not change the price for repair.
changed xp from 1500 to 1000 per minute
shit
http://forum.c-rpg.net/index.php/topic,345.msg4251.html#msg4251
Scroll down to chadz' post:
" i'm working on a hotfix, hopefully released today, including the following so far:
you have 60 seconds to leave after the match started
you can join in the first 60 seconds
break chance: from 3% to 4%
repair cost: from 20% to 5%
repair dice roll: does not matter if you are on the winning or losing team.
fixing no heirloomed items bug ingame
changed xp from 1500 to 1000 per minute
siege - blue fog removed
- some other minor stuff"
Discuss 8-)
There's still the multiplier as incentive to win.
Punishing people for dieing, regardless of the outcome (my team won, my team lost) is BAD. You will encourage passive behavior, delaying of rounds further etc...
Whats my incentive to rush to an objective, or play near the front lines? I probably will die and thus have to pay more in repairs. Maybe ill just hang in the back now...
make it 2% but it rolls for it every round or something to that effect.
Punishing people for dieing, regardless of the outcome (my team won, my team lost) is BAD.Dying or not doesn't change anything.
You will encourage passive behavior, delaying of rounds further etc...Passive behavior and round delaying lead to a greater break chance.
Your equip will brake no matter if you win, lose, die or live
Passive behavior and round delaying lead to a greater break chance.
repair dice roll: does not matter if you are on the winning or losing team.
I started playing a few days ago, slowly working my way up in gear and trying to understand the mechanics. With this patch i don't earn enough gold to even play naked with a weapon so i can try stuff out and learn to play properly, starter weapons don't do so much damage so it doesn't matter if i do something right or wrong. I just played a few rounds, even got to 3x bonus and still lost gold. I don't know how this patch is supposed to make me or any other new player play longer, when we can't progress or even learn the game. The fix (which i know isn't up yet) as i said previously doesn't really change things alot on average for players like me, and punishes good players that make a difference in winning/losing the round.
Liar :DNope. The break chance is per-minute, didn't you know? :D
Nope. The break chance is per-minute, didn't you know? :DNo, very interesting thanks ;)
In fact, it becomes consistent now, and actually it will prevent the "tincan when autobalance favours you, else naked" fad we're seeing.
Btw:
0.04 (4% break chance) * 0.05 (5% cost) * 25000 gold gear = 50 gold per minute
:cry:
Just found my favorite polearms base price were inflated x2 at least. NOW I CAN"T upkeep a decent gear.
Long Hafted Blade 4622
Heavy Lance 4798
Bec de Corbin 7312
Maybe i should go back to 2hand, one weapon kills all mode.
In fact, it becomes consistent now, and actually it will prevent the "tincan when autobalance favours you, else naked" fad we're seeing.
Btw:
0.04 (4% break chance) * 0.05 (5% cost) * 25000 gold gear = 50 gold per minute
Incidentally, the same as your gold income sans multipliers - so you will be able to upkeep 25k gold gear (actually, probably a bit less because of, well, rounds not lasting for exactly X minutes but less etc) if you're constantly on the losing team.
Which will probably translate into 50K of gear for a average player taking the average multiplier for a average player is 2x. Which actually gives a lot of leeway, 50K is a big sum - top tier weapons are about 10k, good armour / gloves / boots / helm combined cost about 30ish, etc. In fact, it may be too much, actually. Maybe 5% break chance would be better.
There's 1 miscalculation here:
The break chance is 4% PER INDIVIDUAL ITEM. So if you use 8 different items, you have 8 times a 4% chance it will break.
There is no swiss army knife anymore in crpg
Doesn't matter, since the sum of 0.04*0.05*individual_item_cost for all items totalling 25K of cost and 0.04*0.05*25000 both equal 50 gold.
It does matter, grab a book and look it up. The 4% is for each item per minute, with 8 slots that more like 32% one item breaks, while your formula is only correct if you wear a single item of 25k value and nothing on the other slots.
It does matter, grab a book and look it up. The 4% is for each item per minute, with 8 slots that more like 32% one item breaks, while your formula is only correct if you wear a single item of 25k value and nothing on the other slots.
http://forum.c-rpg.net/index.php/topic,345.msg4251.html#msg4251
Scroll down to chadz' post:
" i'm working on a hotfix, hopefully released today, including the following so far:
you have 60 seconds to leave after the match started
you can join in the first 60 seconds
break chance: from 3% to 4%
repair cost: from 20% to 5%
repair dice roll: does not matter if you are on the winning or losing team.
fixing no heirloomed items bug ingame
changed xp from 1500 to 1000 per minute
siege - blue fog removed
- some other minor stuff"
Discuss 8-)
tincans everywhere ITS TOO CHEAP! :evil:
Wrong. It's perfect.
I agree, that actually sounds pretty fun.
grey and vicious and you know that shit oldHoly shit I'd forgotten about Vicious, one of the dumbest people ever to grace these forums. Signature phrase: "is mathematics"