And everyone else will only die to 3+ people. Once again, the fight between JG and me lasted 15 minutes using the strongest weapons in the game and these "super OP" explosion potions. How do you explain that if they're so overpowered?
Whenever one of these threads pops up, someone should post the video of the 15-minute fight between JG and me in an enclosed area with the hardest-hitting weapons in the game and explosion potions flying nonstop.
There would be FEWER viable templates if alchemy didn't exist. You simply don't know what you're talking about. Maybe you should read up on this: https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
Don't you think you should learn the game before commenting on its balance? Given your ignorant comments about a Razor script, it sounds like you may have let someone wind you up and you're regurgitating their words.
Here's a simple reality about PVP in this era: without alchemy, only groups...
If I were designing this game, I WOULD code the game in a way that makes it harder to lose items that aren't locked down, because why not mitigate player frustration and increase retention?
We could add any number of arbitrary punishments for what you deem negligence (like the house-locking...
What is the point of mentioning this? This is true for EVERYTHING in life, and yet courts still find a way to determine the difference between petty larceny and grand larceny.
Read my previous arguments. "This thing is particularly powerful, therefore there should be some risk involved when...
And even if logging in isn't the issue, mistakes happen. We just had another guildmate lose a meta a couple weeks ago because he'd thought he stabled it but didn't.
Here's my proposal:
Keep pet trapping around for the sadists. The owner can use a pet summoning ball or pay the stable master a...
Yes, but it's not relevant to the question of why we impose this level of risk specifically on tamers; no other template or game mechanic even begins to approach it (not even letting one's houses go IDOC, Shane, given how much time one has to refresh one's houses). It would be easy to think up...
Are you in a competition to see who can say the most obvious thing conceivable? If so, you get a round of applause, because you fucking win. Thanks for the contribution. Unsurprisingly, you're wrong anyway, because invasions, mini-invasions, world RDAs, treasure maps, MiBs, and whirlpools...
Oh, please. What risks do you ever take when you play this game? 2k worth of equipment and a red's head? Wow. Seems more like you want others to take on senseless risks so you can fuck them over.
My reason tells me that we need a better reason for why meta pets are able to be lost AT ALL. It seems obvious that there shouldn't be a built-in system that punishes tamers to the tune of up to 50 million gold for simple negligence.
This would be a bit like if we required houses to be...
Shane's logic is that because tamers are so powerful, they need a downside, therefore it's okay to cause players to lose everything and quit if they happen to make a mistake with their pet.
Whenever Girana talks about game mechanics, someone should quote his posts about reducing spell damage, nerfing explos, increasing armor, removing wands, increasing pet speed, and perma-death for reds.
What you should do is contract your group out to guilds that can't defend themselves at champs. You'll get a bit of cash, the newbs will get some peace of mind, and the reds will come to you.
I'd be interested in joining with one of my characters if you went this route.
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