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Suggestions Corner / Re: The new patch took the spirit of out cRPG
« on: January 18, 2011, 12:51:52 pm »
You all have a point, the game is definitely different now and there's more room for tactics. The new patch has introduced some very good ideas but it also took away the old c-RPG where, although armies were one big blob, individuality was more recognized in its reward system. I didn't really like hiding behind the big army blob so me and my friends, once we had the equipment we wanted, would go and ambush the enemy somewhere else. A party of 4-6 can do a lot of damage.
However, me and my friends will not return until individual prowess is once again rewarded and the random speeding fines are taken away. The whole 'You're going to get paid and punished regardless of what you do' is just the thing that doesn't work for us.
Yes, I guess you could fight really hard and earn that multiplier but just having killed 5-6 guys and still starting the new round with a 1x multiplier just isn't in any way rewarding.
We joined c-RPG relatively late so we were in no way tired of the grinding yet. Still saving up for items.
And like I said, a repair function was welcomed as a money sink but we all assumed it would be in a Diablo-form. You have to repair what you actually use unless you want it to break and disappear.
The problem is that a game is the way it is, if a game is developed, it is done so with a certain idea in mind. Radically changing that makes for a new game. c-RPG has become a new game because the way it is played is now very different from how it used to be. This will suit some players but not others.
Perhaps rule sets would be an idea; different server, different experience/gold rule set. (Old and new.)
Let server statistics decide people's favourite?
However, me and my friends will not return until individual prowess is once again rewarded and the random speeding fines are taken away. The whole 'You're going to get paid and punished regardless of what you do' is just the thing that doesn't work for us.
Yes, I guess you could fight really hard and earn that multiplier but just having killed 5-6 guys and still starting the new round with a 1x multiplier just isn't in any way rewarding.
We joined c-RPG relatively late so we were in no way tired of the grinding yet. Still saving up for items.
And like I said, a repair function was welcomed as a money sink but we all assumed it would be in a Diablo-form. You have to repair what you actually use unless you want it to break and disappear.
The problem is that a game is the way it is, if a game is developed, it is done so with a certain idea in mind. Radically changing that makes for a new game. c-RPG has become a new game because the way it is played is now very different from how it used to be. This will suit some players but not others.
Perhaps rule sets would be an idea; different server, different experience/gold rule set. (Old and new.)
Let server statistics decide people's favourite?