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General Discussion / Re: PROBLEMS WITH THE NEW 1.150 PATCH? READ HERE.
« on: November 06, 2014, 12:21:30 am »
It has come to my attention that new characters created after
the patch do not behave like they should for transferring of
gold and items. I created a new character and that character
is level 31 and was created 10-31-14 and still cannot transfer
anything.
*** Also have a suggestion to make: The auto team balance has
and always will suck! So to remedy the situation or the angst
against it, I suggest working around it by banking multipliers
and not losing them all at once. I have the main idea as this:
Amplify the victory level to as high as x10; each loss is then
extracted from your multiplier at a rate of x1 per loss
starting off after map change. That way even if auto
team balance doesn't get the teams right to start out you can
keep your victory momentum for at least a x9 as the teams are
evened out.
**** Another potential addition built upon this one: Many
players have mentioned that they want the ancient experience
mode where you earn experience and gold by proximity and kills,
however I beg to differ only because leveling a lower level
character become extremely hard, my proposal:
Have both systems the one mentioned above ^ & the one
mentioned hereto, that both may be satisfied and satiated.
That way even if a player is on a losing team they can gain
the same or more based on their experience.
***** One final addition, optional; Make the valor based on
score + (kills * 3) & the reward for valor highest of the 3
players out of the server. Valor should be a higher award so
it should be 1st 2nd 3rd, get awarded the value of the
combined gold and experience awarded to the opposite team than they
were on for that round and that experience is calculated by the place
they won: 1st (opposing_team_experience_&_gold * .9), 2nd (opposing_team_experience_&_gold * .6),
3rd (opposing_team_experience_&_gold * .3); That way a player is awarded for
their valiance based on how much effort is put forth. In
additon to all the valor it should only be awarded to those
who reach a valor score of 34. valor score = damge_score +
(kills * 3) *On higher populated servers the valor will be
higher because of the combined experience and it should be
because the player had the highest score. And the reason you get the experience from the opposing team rather than your own is
because you should only gain experience from what you have conquered, and it will prevent abuse by being on the winning team and
getting valor you don't get ever higher experience, since your team won.
*final thought, I believe more people will be involved in
playing a game that focuses more on rewarding players for
their play-style than punishing them, not to say anyone is
being punished; however, these three proposals reward those
who have skip the fun characters, those who have lower level
characters and those who carry the team with their skill.
the patch do not behave like they should for transferring of
gold and items. I created a new character and that character
is level 31 and was created 10-31-14 and still cannot transfer
anything.
*** Also have a suggestion to make: The auto team balance has
and always will suck! So to remedy the situation or the angst
against it, I suggest working around it by banking multipliers
and not losing them all at once. I have the main idea as this:
Amplify the victory level to as high as x10; each loss is then
extracted from your multiplier at a rate of x1 per loss
starting off after map change. That way even if auto
team balance doesn't get the teams right to start out you can
keep your victory momentum for at least a x9 as the teams are
evened out.
**** Another potential addition built upon this one: Many
players have mentioned that they want the ancient experience
mode where you earn experience and gold by proximity and kills,
however I beg to differ only because leveling a lower level
character become extremely hard, my proposal:
Have both systems the one mentioned above ^ & the one
mentioned hereto, that both may be satisfied and satiated.
That way even if a player is on a losing team they can gain
the same or more based on their experience.
***** One final addition, optional; Make the valor based on
score + (kills * 3) & the reward for valor highest of the 3
players out of the server. Valor should be a higher award so
it should be 1st 2nd 3rd, get awarded the value of the
combined gold and experience awarded to the opposite team than they
were on for that round and that experience is calculated by the place
they won: 1st (opposing_team_experience_&_gold * .9), 2nd (opposing_team_experience_&_gold * .6),
3rd (opposing_team_experience_&_gold * .3); That way a player is awarded for
their valiance based on how much effort is put forth. In
additon to all the valor it should only be awarded to those
who reach a valor score of 34. valor score = damge_score +
(kills * 3) *On higher populated servers the valor will be
higher because of the combined experience and it should be
because the player had the highest score. And the reason you get the experience from the opposing team rather than your own is
because you should only gain experience from what you have conquered, and it will prevent abuse by being on the winning team and
getting valor you don't get ever higher experience, since your team won.
*final thought, I believe more people will be involved in
playing a game that focuses more on rewarding players for
their play-style than punishing them, not to say anyone is
being punished; however, these three proposals reward those
who have skip the fun characters, those who have lower level
characters and those who carry the team with their skill.