cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: tankmen on April 29, 2011, 08:48:00 am

Title: why nerf gen bonus?
Post by: tankmen on April 29, 2011, 08:48:00 am
who the fuck did that bother? honestly did my gen bonus help me kill faster? now i get 51% less xp .... im lower than i was when this xp system came out
Title: Re: why nerf gen bonus?
Post by: Thucydides on April 29, 2011, 08:50:36 am
so people can't powerlevel and heirloom everything. People were complaining about how easy it was to level up so this is what happened.
Title: Re: why nerf gen bonus?
Post by: tankmen on April 29, 2011, 08:52:07 am
and that easy to level up ? harmed people how? seriously ....
Title: Re: why nerf gen bonus?
Post by: Gorath on April 29, 2011, 08:55:17 am
Except, like the last attempt to "fix" the issue retirement/heirlooming causes, this simply punishes those of us that DIDN'T take advantage of a broken system while leaving those that did with all of their gains intact.

IE:  Low gen/new players are fucked, and the gen 10+'s already have a shit ton of gains.

This would have been better if combined with a gen wipe, and heirloom wipe so everyone is on the same page with the same grind and same gen-xp bonus to work with.
Title: Re: why nerf gen bonus?
Post by: Cyclopsided on April 29, 2011, 08:55:38 am
because gen 70+ characters have triple heirloomed everything
Title: Re: why nerf gen bonus?
Post by: Siboire on April 29, 2011, 09:01:10 am
Except, like the last attempt to "fix" the issue retirement/heirlooming causes, this simply punishes those of us that DIDN'T take advantage of a broken system while leaving those that did with all of their gains intact.

IE:  Low gen/new players are fucked, and the gen 10+'s already have a shit ton of gains.

This would have been better if combined with a gen wipe, and heirloom wipe so everyone is on the same page with the same grind and same gen-xp bonus to work with.

+1
Title: Re: why nerf gen bonus?
Post by: tankmen on April 29, 2011, 09:01:40 am
i honestly feel like i do when i play any game and i get hella far and my progress is lost for w/e reason.... im back at square one, shit xp, shit build since cavs dead, shit gold since i lost 35k+

honestly id give up cav to get this repair shit fixed and get my xp back...

to goraths comment* no id quit n i know many people would too if gens were wiped as well as heirlooms
Title: Re: why nerf gen bonus?
Post by: Devilize on April 29, 2011, 09:03:01 am
The biggest issue I have with this is that for months dedicated players have been putting their time helping this mod grow via testing, bug submitting, submitting guides, creating sub mods, ect... In thank you we were supplied with a small reward for our dedication, then they strip it down as a slap in the face.

I get the reasoning for it, however, there are other methods to be utilized for the same outcome. We dont want to have to bust our asses just to get to 30 but if you want us to bust our asses to get to 31 for a hierloom then that can be solved with a dynamic lvl cap which causes the amount of exp needed to be earned to lvl from 30 to 31 and beyond increased based on the gen. This way the difficulty of retiring for an heirloom stays stagnant yet we get to enjoy the benefits of lvling quickly.
Title: Re: why nerf gen bonus?
Post by: Gorath on April 29, 2011, 09:05:54 am
i honestly feel like i do when i play any game and i get hella far and my progress is lost for w/e reason.... im back at square one, shit xp, shit build since cavs dead, shit gold since i lost 35k+

You have no real room to complain very much.  You already took advantage of broken systems and now have triple heirloomed items in spades.  Feel glad that you even have that bullshit.
Title: Re: why nerf gen bonus?
Post by: tankmen on April 29, 2011, 09:11:59 am
lol yes because my triple heirlooms.. what kept me alive longer? i have a fully loomed charger, ive seen it be one shot by a greatsword. i have fully heirloom chest, i get 2 shot half the time, again by 2h. the only things that seem to be worth heirlooming were weapons, and now my lance is use less and i have nothing to use my xbow with since im not 1h atm.... heirlooms are nothing special, ive killed goretooth in his fully heir loomed set with a non heirloomed great maul(love that its 20 str with 1 less weight...) and broken system ? wtf i didn't do anything differently than any one else. i played n guess what i hit 31, why go on to 32 when i can retire n heirloom n try a new build. but no i get judge cause i have heirlooms. cool story bro....
Title: Re: why nerf gen bonus?
Post by: Brutal on April 29, 2011, 09:24:12 am
What exactly are you complaining about ?

You're saying heirloom are useless, but you're whining because you can't get heirloom as easy as before ?
mmmmhh....
Title: Re: why nerf gen bonus?
Post by: tankmen on April 29, 2011, 09:26:24 am
a trophy is useless no? well i fucking want my version of a trophy easier
Title: Re: why nerf gen bonus?
Post by: Seawied on April 29, 2011, 09:57:16 am
What exactly are you complaining about ?

You're saying heirloom are useless, but you're whining because you can't get heirloom as easy as before ?
mmmmhh....

the logic is strong in this one.



100% agree gorath's earlier post!
Title: Re: why nerf gen bonus?
Post by: Patricia on April 29, 2011, 10:11:16 am
It's to make the newbies not able to retire, so while all the high gens already have their entire equipment triple heirloomed, all the new guy have to play for weeks and weeks just to get 1 heirloom and still give us a penalty after that.

This game is elitist.
Title: Re: why nerf gen bonus?
Post by: Joseph on April 29, 2011, 10:13:41 am
It's to make the newbies not able to retire, so while all the high gens already have their entire equipment triple heirloomed, all the new guy have to play for weeks and weeks just to get 1 heirloom and still give us a penalty after that.

This game is elitist.

Like in real life you mean?
Title: Re: why nerf gen bonus?
Post by: John on April 29, 2011, 10:15:31 am
I've got a proposal for a new system -

5% of all characters that currently exist are chosen to be nobles.  Nobody else can use metal equipment. 
Title: Re: why nerf gen bonus?
Post by: Patricia on April 29, 2011, 10:38:22 am
Like in real life you mean?

Since when is this game based on real life at such an extreme level?
Title: Re: why nerf gen bonus?
Post by: Blondin on April 29, 2011, 10:53:57 am
Yeah like in real life :
Folks are stupid and selfish...
Title: Re: why nerf gen bonus?
Post by: Daergar on April 29, 2011, 10:59:44 am
Wouldn't it be far easier to implement a generation cap per character, six or nine perhaps? Existing characters with higher gen than that (surely not an unmanageable amount) could have their surplus generations transfered to alts.

That way it's possible to catch up eventually, whilst not being overpowered once you do.

Reducing the xp-gain now surely only penalizes the newer players?
Title: Re: why nerf gen bonus?
Post by: Zahmbomb on April 29, 2011, 10:59:59 am
I've got a proposal for a new system -

5% of all characters that currently exist are chosen to be nobles.  Nobody else can use metal equipment.
increases that number a bit and i like it.
Title: Re: why nerf gen bonus?
Post by: Tydeus on April 30, 2011, 12:27:05 am
Reducing xp gain does penalize new players, that's the problem. The only thing this system does is makes the game all the more elitist and removes the ability from everyone to try new builds out. XP bonus was removed so now it takes forever just to hit level 30. Same as everyone, but now, after people had passed the "grind" part of this game, they're sent back into it. Just double the xp gain for everyone and you can have all the looms back with pretty much no one complaining.
Title: Re: why nerf gen bonus?
Post by: Rumblood on April 30, 2011, 02:13:13 am
This is awesome for those who are level 34+ now. Nobody will ever catch them  :rolleyes:
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 06:16:27 am
There's no point in retiring anymore with this new experience nerf.

Higher generation people like myself have all the advantages over new players and we will all stop retiring now that you've taken our bread and butter away.

If i get up to level 35, I'm pretty much going to be a demi-god.

and in a couple of months, when I'm level 35 and you suddenly want to change the nerf back (so people will start retiring again)... it'll be too late.

None of us will want to retire after getting up that high, because we'll already godlike.

It'll be too late to change things back to the way they were without having to do something drastic; like setting players generation numbers down. (I'm sure that will go over well  :rolleyes:)

Overall, this decision is only going to end up hurting the community in one way or another.

Mark my words.

You were all better off when we were on even ground; frankly because you can only wear so many heirloomed items.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 06:18:37 am
yeah yeah yea, I am still going to retire everytime I hit level 31, and Canary is already level 33... so several people have beat you to "becoming a god."

besides, if Canary does not hit level 35 first, lord knows Kesh will with her 25/25 build.

You will still die on the battle fields, as our gods are rather mortal.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 06:21:34 am
you must not read very well because i never said 33 was god-hood

but besides that, you will undoubtedly be eating your own words in a couple months when the gap between die-hards and new/casual players becomes so great that patchmakers have no other choice but to do something drastic to change things back to the way they were before.

Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 06:28:22 am
you must not read very well because i never said 33 was god-hood

but besides that, you will undoubtedly be eating your own words in a couple months when the gap between die-hards and new/casual players becomes so great that patchmakers have no other choice but to do something drastic to change things back to the way they were before.

You did say 35 was, and since Canary is level 33 he has a significant head start. Forgive me, but you best read better lest I say the same to you, good sir.

We already have at least two players who are past level 70 ffs. That already is a massive difference, and I still don't care. A gen is a gen is a gen, and while a level 35 will have a nice advantage over a level 30, it will still not be something I am too worried about. You worked for it, you earned it, and you will still die to range, ninjas, better players, exploits, or a half dozen melee players deciding to work together, or even a pair of expert fighters tag teaming properly, and of course Lady Luck. Have fun with your Demi-God build, you earned it, and I still don't care if I win or die against it and I will still be levelin and retiring to keep up my usual "rebalances" as I like to change stats every gen for experimentation.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 06:38:49 am
As much as I'd look forward to you eating your words in a couple months when things do pan out my way (which they most certainly will because time is on my side)

I'm smart enough to realize that you won't be able to change it to back the way it was without having to force that change and take away progress in some form or another.

There's a general consensus among veterans of this game (you know.. the people who have played a lot longer than you and have actually seen the game progress) that this is going to hurt new players far more than it'll ever hurt us.

You should try listening to us instead of just babbling third-hand accounts.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 06:45:14 am
And I am sorry to say that the level of hurt is not appreciable for me, at least. If you forced me to stay at level 20 cap while others enjoy 30 I am sorry to say that I would still play the game.

To each their own.

To Clarify: I am listening, but I have the arrogance to discount most of the things I hear, due to innumerable reasons as I find the judgement to be rather suspect for most accounts. I have seen this reaction in many games whenever a patch of this magnitude hits, and usually it takes the two week mark for things to actually be credible, and the 4-5 week mark to show trends that highlight the majority of the flaws.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 06:53:20 am
Not every other new player is so appreciate of eating the 'shit sandwich,' and I think it's pretty unrealistic to think there are many of them out there.

Honestly, it's kind of hard for me to imagine new players gladly settling for scraps.

New players already have to deal with a steep learning curve, now they have to deal with a steep item/generation curve too.

Something about that just doesn't seem logical to me; especially if we're actually trying to get new people to join the community.
Title: Re: why nerf gen bonus?
Post by: Keshian on April 30, 2011, 07:16:21 am
Said it somewhere else, but I fully support xp cap on bonus xp for gens.  But I think they should have kept it at 10% per gen, they didn't need to change both as either solution worked toward the same goal, reducing exponential xp for higher gens.  However, an xp cap benefits newer players relative to older players by still providing significant benefit for the first 9 or 10 gens with xp in addition to the heirloom as the current xp system is a serious grind once you hit level 30.  As it is their is an xp bonus for more gens before hitting the cap but such a small gain that higher gen people are still vastly ahead.  I know a lot of people still in their first 3 gens and it is a nightmare enough if you want to even think about getting one weapon masterworked (which now has been considerably nerfed in benefits).  This would still produce the same result as higher gen character would still have exact same max xp gain, but lower gen people wouldn't be punished for starting with cRPG later than others.

P.S. By the way my original goal was 36, with new patch its obviously only 35 at some point in the future (xp cap will significantly extend the time to get there) and was doing a 21/21 build fully functional hybrid with 120 in 2h and 138 in archery, not monster stats, if anything lower in both than most dedicated archers or 2hers at level 30, just because I get really bored playing only 1 classs for too long and this is better than having 2 alts and yes I know with 2 slot equipment can't play both at same time, which is fine with me.  Think patch was great, my only real personal disappointment is they gave in to the complaining about archery and longbow went back to being an inaccurate piece of crap (with hotfix) instead of my favorite weapon used for slow, but long range sniping on the battlefield (having an arrow shoot an arced straight line instead of veering left/right is not OP, as you have to be quite skilled to plot a target's movements and adjust for ping differences and and the ahtletics of the target to hit them at very long ranges).  But I guess like everyone else I found something that personally affected me so i thought it was done wrong, but maybe its for the best of the player community in the long run, much like many of the other nerfs.
Title: Re: why nerf gen bonus?
Post by: Tydeus on April 30, 2011, 07:25:12 am
And I am sorry to say that the level of hurt is not appreciable for me, at least. If you forced me to stay at level 20 cap while others enjoy 30 I am sorry to say that I would still play the game.

To each their own.

To Clarify: I am listening, but I have the arrogance to discount most of the things I hear, due to innumerable reasons as I find the judgement to be rather suspect for most accounts. I have seen this reaction in many games whenever a patch of this magnitude hits, and usually it takes the two week mark for things to actually be credible, and the 4-5 week mark to show trends that highlight the majority of the flaws.
You're an intelligent person and one of the few who can form a coherent argument on these forums, but I must say, credibility comes from logical assessments/arguments. "Two weeks" and "4-5 week marks" only tell you what the masses have caught on to. They of course, get these from the trend setters, the people who have thought logically about the mechanics and thus have acted upon their findings. To which it only takes the great players(as opposed to the best, the trend setters) two weeks to catch onto, and everyone else, namely the casuals, 4-5 weeks.

If a statement is logical and reasonable, it gains credibility, regardless of how much time has passed since conception. You shouldn't ignore an idea because it's fresh and hasn't stood the "test of time", you should ignore an idea for being illogical.

It may sound like I'm being harsh after spook's words, but I'm just picking on you because of what I've seen throughout these forums as a whole.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 07:33:16 am
I do agree wholeheartedly with the above, and I feel that i should clarify a bit, as my previous posts were rather hasty.

Here it is: I am not discounting everything, but I am discounting those ideas when they do not make sense, not because this magic 2 week number has yet to be reached, but simply those ideas that seem rather flawed to me.

 For example, when a veteran player gives a comment on how the cav were broken (before chadz fixed it) I listened and supported the idea due to the idea being well constructed and presented. When a veteran player gives the idea that "the At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square." I feel obligated to point out the immense flaws (first off dying should be used, not dead, and no that is not so much a grammatical concept so much as common sense as these are not arcane terms but rather common ones, a clean and simple case of over reacting). Veteran status gives some credit to an argument, but it is by no means a large factor.

A way to sway my opinion is not to boast about the amount of hours dedicated to this mod, but to present me a clear and well constructed, coherent argument. If all I am told is "I am a veteran player so you should listen to me, and I shall be right in a few months and you shall see, and no I shall not give explicit examples as to why I am right but give rather vague statements" then forgive my arrogance for discounting the vast majority of what you have to say.

From what I have seen, level 35 is not a demi-god, but it is rather dangerous in the hand of a skilled player. Extremely difficult to take down, unless you are also a skilled player or a demi-god yourself, or using group tactics.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 07:35:35 am
Many guys I play with all come from the same forum and we've been actively recruiting people to C-rpg, but this is honestly going to make it a lot tougher now seeing as how we've got MAJOR advantages over them.

It's kind of hard for me to lie about them being completely screwed over by this; especially when they ask me why my generation is so high.

If I was in their position, it would be a major turnoff to giving this mod a chance.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 07:41:35 am
Many guys I play with all come from the same forum and we've been actively recruiting people to C-rpg, but this is honestly going to make it a lot tougher now seeing as how we've got MAJOR advantages over them.

It's kind of hard for me to lie about them being completely screwed over by this; especially when they ask me why my generation is so high.

If I was in their position, it would be a major turnoff to giving this mod a chance.

And here I disagree.

To be completely specific:

A level 30 can compete with a gen 25 level 30 player if player skills are equal, as the heirlooms will only give the player so much edge (especially with certain items like the triple loomed bar mace no longer having crush through for example, or certain light saber swords vanishing from people).

I do agree that they are at a disadvantage, and it will take a ridiculous time to overcome that advantage, but this honestly is a small disadvantage, otherwise I would to this day struggle to get kills when fighting those innumerable gen 20+ players.

I woudl point out to new players that if they were to start EVE Online, they would have a very big uphill battle compared to the top corporations, one that will literally take years of real life time to overcome. If they play WoW, have them look at the twink level 80s, etc.

Every mmo has a disadvantage for new players against veterans, and luckily for us, c-rpg only demonstrates a small disadvantage.

What would these major advantages be, precisely?
Title: Re: why nerf gen bonus?
Post by: Tydeus on April 30, 2011, 07:44:15 am
Said it somewhere else, but I fully support xp cap on bonus xp for gens.  But I think they should have kept it at 10% per gen, they didn't need to change both as either solution worked toward the same goal, reducing exponential xp for higher gens.  However, an xp cap benefits newer players relative to older players by still providing significant benefit for the first 9 or 10 gens with xp in addition to the heirloom as the current xp system is a serious grind once you hit level 30.  As it is their is an xp bonus for more gens before hitting the cap but such a small gain that higher gen people are still vastly ahead.  I know a lot of people still in their first 3 gens and it is a nightmare enough if you want to even think about getting one weapon masterworked (which now has been considerably nerfed in benefits).  This would still produce the same result as higher gen character would still have exact same max xp gain, but lower gen people wouldn't be punished for starting with cRPG later than others.

That's kinda what I've been talking about with the two statements I emboldened. I started playing cRPG the same time as 7 other people from my vent, I'm gen 25, one is 5, another is 3, all the rest are still gen 1. This gap is ridiculous.
To the first statement, it sounds great doesn't it? Gives them a bonus so they can get the first few heirlooms that everyone wants. But then we look at what actually happens, how much people actually play, the second statement. As per this(http://forum.c-rpg.net/index.php/topic,4383.0/viewresults.html) thread, you can see that of the votes, most people aren't even gen 5, and vastly the 2nd largest group is of people who are between gen 5-10. You also have to realize that new players and casuals are probably less likely to come to the forums than those that have been around for multiple months or have played quite a few hours in game (100+). What this amounts to, is that you have a system that benefits those below gen 16(you say 9 or 10), but the vast majority of people aren't even anywhere close to that.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 07:46:35 am
getting a little tired of having to repeat the same things over and over to you

from a previous quote of mine in this same topic

"New players already have to deal with a steep learning curve, now they have to deal with a steep item/generation curve too."
Title: Re: why nerf gen bonus?
Post by: Malaclypse on April 30, 2011, 07:47:41 am
Kesh put forward an idea I can get behind in another thread (here: http://forum.c-rpg.net/index.php/topic,4481.0.html (http://forum.c-rpg.net/index.php/topic,4481.0.html)

That being:
I actually like the idea of an xp cap for high gen people, it makes sense.  Would have liked it a more even number just for aesthetic reasons like 1500 or 2000, but I don't think the low gens should be punished, hard enough as is for gens 2 and 3, should just keep it at 10% if you are going to cap it anyway.

Revert the xp gain per gen to 10%, with a cap after X amount of gens (you'd still get the heirloom bonus for retiring after X amount, but the xp bonus would cap at a decent amount so that you could still get 10k+ at 5x). This seems like a fair enough solution that's not too hard on new players, while still not totally screwing over people who have been around longer.

Edit: Woops. Didn't see that Tyd posted this like, two spots up while I was compiling. My bad.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 07:53:13 am
getting a little tired of having to repeat the same things over and over to you

from a previous quote of mine in this same topic

"New players already have to deal with a steep learning curve, now they have to deal with a steep item/generation curve too."

And again, my point is that the "steep item/generation curve too" is not a game changing idea when fighting people in battle. I am not disagreeing that it is a disadvantage, I have stated that innumerable times. I Agree That it Is A Disadvantage. I too grow weary of repeating myself, hence me highlighting the previous sentence in hopes that you finally get that I agree with that statement, but again, I am disagreeing that it is a Major Disadvantage as the heirloom bonus does not profoundly effect the in game effects of winning a match, only slightly and thus is only a small disadvantage (but yes one that will take nearly forever to overcome).

I am tired of repeating myself too...
Title: Re: why nerf gen bonus?
Post by: Tydeus on April 30, 2011, 07:54:54 am
What this amounts to, is that you have a system that benefits those below gen 16(you say 9 or 10), but the vast majority of people aren't even anywhere close to that.
It might be worth clarifying what I mean here. since most people are below gen 5, they're going to be leveling a lot slower now, than they were before. So how can anyone expect them, with this new system(especially after a database wipe) that is much slower(and I'm talking about the first few gens) than the previous one, to get their first masterwork or two, even after the patch has been out for 4 months.

I am disagreeing that it is a Major Disadvantage as the heirloom bonus does not profoundly effect the in game effects of winning a match, only slightly and thus is only a small disadvantage.
I'd have actually argued that this was the case even before patch .220. I'd also point out that the majority of the people complaining about heirlooms are in actuality the "whiners" everyone is fed up with.

God I gotta stop editing my posts.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 07:56:53 am
It might be worth clarifying what I mean here. since most people are below gen 5, they're going to be leveling a lot slower now, than they were before. So how can anyone expect them, with this new system(especially after a database wipe) that is much slower(and I'm talking about the first few gens) than the previous one, to get their first masterwork or two, even after the patch has been out for 4 months.

 Oh certainly, and that is a little unfair surely. I fully understand that clarification, thank you for providing it.  :)
I'd have actually argued that this was the case even before patch .220.
I am happy that you see it that way.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 08:00:28 am
And again, my point is that the "steep item/generation curve too" is not a game changing idea when fighting people in battle. I am not disagreeing that it is a disadvantage, I have stated that innumerable times. I Agree That it Is A Disadvantage. I too grow weary of repeating myself, hence me highlighting the previous sentence in hopes that you finally get that I agree with that statement, but again, I am disagreeing that it is a Major Disadvantage as the heirloom bonus does not profoundly effect the in game effects of winning a match, only slightly and thus is only a small disadvantage (but yes one that will take nearly forever to overcome).

I am tired of repeating myself too...

you are admittedly generation 3

all things considered, you have no idea what impact heirloom bonuses have

i mean you dont even have one masterwork item

As a generation 11, I will gladly tell you there is a huge difference in performance; so have other players (maybe you should start listening to us)
It's like you're giving trying to give advice on swimming when you've never stepped into the deep end of the pool.
Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 08:04:07 am
you are admittedly generation 3

all things considered, you have no idea what impact heirloom bonuses have

i mean you dont even have one masterwork item

As a generation 11, I will gladly tell you there is a huge difference in performance; so have other players (maybe you should start listening to us)
It's like you're giving trying to give advice on swimming when you've never stepped into the deep end of the pool.

I have routinely used (as in hours a day) masterwork items as some clans actually utilize duplicates to regularly give other members to maintain an "edge" in battle. I know the edge very well of the following that I have used more times then I can count: Masterwork Sniper Crossbow, Champion Arabian Horse, Masterwork Barmace, Masterwork Awlpike, Masterwork Huscarl, Masterwork sidesword, Masterwork Strongbow, Masterwork Warbow, Masterwork heavy Lance...

I rarely play without one of my clans alongside me with a squad...

Edit: and honestly there is not too much of a damn difference between a Fine Warbow and a Masterwork version, and considering I have done just well with my normal warbow I think I am content that newcomers can and will be able to remain viable in battle, and hit Gen 4 with proper work to gain a "masterwork" item.
Title: Re: why nerf gen bonus?
Post by: Spook Island on April 30, 2011, 08:10:26 am
I have routinely used (as in hours a day) masterwork items as some clans actually utilize duplicates to regularly give other members to maintain an "edge" in battle. I know the edge very well of the following that I have used more times then I can count: Masterwork Sniper Crossbow, Champion Arabian Horse, Masterwork Barmace, Masterwork Awlpike, Masterwork Huscarl, Masterwork sidesword, Masterwork Strongbow, Masterwork Warbow, Masterwork heavy Lance...

I rarely play without one of my clans alongside me with a squad...

how many of those weapons have you been level 30 and fully proficient with?

and you've carried one masterwork (not even your own) item on you aside a horse

like i said

you're trying to give advice on swimming when you haven't stepped anywhere near the deep end of the pool

Title: Re: why nerf gen bonus?
Post by: Tears of Destiny on April 30, 2011, 08:12:56 am
how many of those weapons have you been level 30 and fully proficient with?

and you've carried one masterwork (not even your own) item on you aside a horse

like i said

you're trying to give advice on swimming when you haven't stepped anywhere near the deep end of the pool

All of them at least 139 wpf in at one point or another, god knows I have enough alts I keep permanently at level 30...

I have stepped in the deep pool, I just do not laze about every second of my life there and only venture there two hours a day, then swim the other 3 or 4 in the rest of the place...
Title: Re: why nerf gen bonus?
Post by: Keshian on April 30, 2011, 09:26:51 am
It might be worth clarifying what I mean here. since most people are below gen 5, they're going to be leveling a lot slower now, than they were before. So how can anyone expect them, with this new system(especially after a database wipe) that is much slower(and I'm talking about the first few gens) than the previous one, to get their first masterwork or two, even after the patch has been out for 4 months.
I'd have actually argued that this was the case even before patch .220. I'd also point out that the majority of the people complaining about heirlooms are in actuality the "whiners" everyone is fed up with.

God I gotta stop editing my posts.

There are probably better solutions, like changing base xp to 2000 then making each new gen give you 5% or 10% less xp down to base 1000, probably would be even better for attracting and keeping the interest of new players.  Programming-wise I was trying to offer the least needed work to fix, just go back to old system and keep the xp cap.  Another solution is just keep a universal xp base of 2000 with no generation xp bonus (I like this idea at this point as it doesn't nerf anyone but people over gen 11 and even those people are still better off then what the current patch does).  This would decrease the number of times people retire, but make retirement an action by an individual to customize their unique character with a few unique masterworked items like their red tassel spear, rocks, or practice sword.  Mostly I think the xp system with the original January patch made cRPG feel more grindish with time being such a factor rather than techniques of staying alive longer while staying close to the fight and that feelign should be reduced, especially for newer players.
Title: Re: why nerf gen bonus?
Post by: Fasader on April 30, 2011, 10:40:23 am
I'm still hoping for a wipe.
Title: Re: why nerf gen bonus?
Post by: Elmetiacos on April 30, 2011, 12:21:20 pm
I've been calling for a nerf to gen bonus since the patch was released; keeping it at 10% was always going to lead eventually to high gen characters getting back to level 34, 35 or even higher. It was only a matter of time. Part of the idea of the upkeep patch was to make a more level playing field between grinders (of whom I am probably one) and the casual players.
Title: Re: why nerf gen bonus?
Post by: Blondin on April 30, 2011, 02:48:00 pm
Spooky what was your level prepatch?
Title: Re: why nerf gen bonus?
Post by: Spook Island on May 01, 2011, 04:51:47 am
I've been calling for a nerf to gen bonus since the patch was released; keeping it at 10% was always going to lead eventually to high gen characters getting back to level 34, 35 or even higher. It was only a matter of time. Part of the idea of the upkeep patch was to make a more level playing field between grinders (of whom I am probably one) and the casual players.

you know i can definitely agree to points made by this

however, I think this nerf will do more to make people stop retiring and level up to 34 and 35 just because there is little benefit to retiring now; unless its for the heirloom
and people who already have a full heirloom set will undoubtedly stop retiring.


Spooky what was your level prepatch?

it was 27 when the patch finally kicked in the other day

it's now at 30, but im still debating whether or not i should retire in the grand scheme of things
Title: Re: why nerf gen bonus?
Post by: Goretooth on May 01, 2011, 06:21:53 am
WIPE everything and gimme strat.
Title: Re: why nerf gen bonus?
Post by: Siiem on May 01, 2011, 06:33:13 am
Use double wipe just too be sure!
Title: Re: why nerf gen bonus?
Post by: Rogue_Eagle on June 23, 2011, 08:10:17 am
I think it's sily to nerf it so much.

Why not just reduce the bonus XP per gen after a couple of gensinstead? So everyone can get the gen 2 and an heirloom with enough effort, but if you wanted to go gen 10 you'd still need to grind the fek out of it?
Title: Re: why nerf gen bonus?
Post by: Gorath on June 23, 2011, 08:13:02 am
WIPE everything and gimme strat.

^
This btw.
Title: Re: why nerf gen bonus?
Post by: Blondin on June 23, 2011, 11:01:46 am
Why not just reduce the bonus XP per gen after a couple of gensinstead? So everyone can get the gen 2 and an heirloom with enough effort, but if you wanted to go gen 10 you'd still need to grind the fek out of it?

This is exactly why the gen bonus has been nerfed and capped, to prevent high gen to go up fast.

Nice necro btw.
Title: Re: why nerf gen bonus?
Post by: Elindor on June 24, 2011, 06:42:54 pm
I kinda agree that the gen bonus should be better early (like the 10%) and then fall off steeply later as you go up in gens.  That way someone who plays for a couple months on a regular basis can get a MW without grinding the shit out of it and then at that point they can decide whether they wanna keep retiring as the bonus falls off or not....

- to the above argument between spook and tears...spook i agree with  you that this patch was probably a bad solution, and i agree with tears that the looms are not a HUGE HUGE deal, especially when compared to the advantages of higher level gear in MMO's and such.  I think CRPG did this wisely that the looms are just minor incentives and not game breaking (although i could see them adding up if you start to have everything +3 loomed) - after all, M&B should *ALWAYS* be about skill over gear, always.  if that changes its screwed.   

now if we could just get balanced siege maps ;)

Title: Re: why nerf gen bonus?
Post by: Shablagoo on June 26, 2011, 04:44:28 am
I've been playing since with fire and sword came out and the game was on sale.  Steam says I've played 330 hours, subtract 30 for dicking around in single player, so I'd guess I've played crpg for about 300 hours.  I'm now 1 million experience away from my first masterwork item. 

Yeah, I'd appreciate the +100 exp for gens that everyone had before me. 
Title: Re: why nerf gen bonus?
Post by: Blondin on June 26, 2011, 02:29:27 pm
I've been playing since with fire and sword came out and the game was on sale.  Steam says I've played 330 hours, subtract 30 for dicking around in single player, so I'd guess I've played crpg for about 300 hours.  I'm now 1 million experience away from my first masterwork item. 

Yeah, I'd appreciate the +100 exp for gens that everyone had before me.

Nobody had  the +100xp and have an advantage over you, xp end gen have been recalculated with the nerfed bonus for former player too.
More than that, some of us played before heirloom was implemented, and some of us were lvl 40+, a first xp recalculation bring everybody below level 30 (some lost 20/25 lvl, i was lvl 37 and down to 17).