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  #1  
Old 07-12-2011, 06:28 PM
Gambet1337 Gambet1337 is offline
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1)you should finish the "new gang system"
2)hire some better developers because our staff team is a joke ;x
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  #2  
Old 07-12-2011, 06:39 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Gambet1337 View Post
1)you should finish the "new gang system"
2)hire some better developers because our staff team is a joke ;x
This is basically what I was going to say.
Also that Alfonso has about a dozen things he was 'going to do' (or said he was going to do?), last I checked none of those were completed.

@Willa UN and Zodiac's Gmaps are WAY to large... about 5 levels are actually highly frequented or used for each server. As-is the same with Era.

You can already PK anywhere, there's centralized bases to draw heavier conflicts... I doubt (if all this was completed) it would be frequented for more than a week before everyone gets bored and goes back to raiding for actual points/etc.
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Old 07-13-2011, 03:41 PM
Venom_Fish Venom_Fish is offline
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Quote:
Originally Posted by Gambet1337 View Post
1)you should finish the "new gang system"
2)hire some better developers because our staff team is a joke ;x
I third this, as I keep reiterating to staff.
You guys have a cornucopia of issues on era, and a vast multitude of systems which were created with the thought of EXPANSION in mind.
Before you open extra doors, fully walk through and explore the ways already opened for you.

The Gang System: To be honest, Sales spoon-fed most of the new gang system that was released. He completed 15% of it and the last 10% was dropped (3 months to do it, rofl).

In any event, where's the other 75%?
There's an overwhelmingly VAST multitude of things that can be added to expand this system. An organizational and rational administration would even design a DEVELOPMENTAL FOCUS TEAM just for this system.
I mean, the improvements LITERALLY go on for days and as always, Gangs are a KEY component to Era. Therefore, any efforts invested in this system, are not wasted (unlike Instruments rofl).

Beyond that, we have events.
Era has a vast multitude of events that definitely can be expanded on, improved, and in the least... FIXED. <- Sheesh.
Tactical Skirmish levels have been in Old Era style for lord knows how long.
The doors are too small, levels are out-of-date, fix 'em first.
Before we go off building new events and asking for ideas.

Weapons: There is a vast multitude of things that can be added to weapons.
To be honest, customized weaponry (shifting bullet speeds and etc), is a good idea that can EASILY go bad, but can also drastically and positively change the facet of era if executed correctly. Therefore, shift some focus on completing ANOTHER major system almost spoon fed to us.

Secondly, weapon attachments are not a bad idea. They just take a lot of work to implement, <- Do it?

Lastly, Masa had a distinct idea for Melee Weapons he wanted to put into place. Not sure he wants it disclosed, so holla at him.

ONE OF THE MOST IMPORTANT THINGS:

A fricken Tutorial for christ sake. I mean, how can we expect to reel in new players when there's NOTHING to show them the ropes.
We removed FAQs because we said PRs could do their job. PRs hardly even investigate matters let alone answer questions (lol).
A massive improvement (as planned in my outlined proposal) is the addition of a fully intuitive tutorial.

ANOTHER IMPORTANT THING:
An economic rebalance (which was MY next goal before tutorial).
This must occur before the completion of a tutorial (like gang system).
It'd be counterproductive to teach someone a game then completely alter its dynamics right after.

An economic rebelance can be done without a reset.
A specific (partial) application of Keynsean Economics, the overall idea is to "prime the pump".
Put in the economy (jobs giving more money etc), to get out (more comfortable players and fluent economy).
It is not as effective as a reset which would allow you to place preventative measures, but it will still be assistive to new players.

An economic rebalance is simply the realtering of prices, money-making etc.
The amount gained from jobs *MUST BE DONE CAREFULLY AND MATHEMATICALLY* in relation to the average cost-of-living.

The problem with Era is the amounts given from jobs is completely random so no one actually knows if its even enough to help a player excell.
This needs to be addressed, and furthermore, the cost-of-living = price of weapons, food, ammunition, etc.

To not have too hard of an impact on players, the cost-of-living should be changed the least. It shouldn't be impossible to change the other variable to match this one.
This process is probably as, if not more, delicate than a weapon rebalancing.
Like the previous, this affects EVERYONE. How drastic the impact depends on how well it is done.

And, even when all those are complete.
There's a whole 'nother look at businesses.
What can be done? There needs to be a SET-IN-STONE business system.
A fully integrated and intuitive system that requires more than just stock a billion items and walk away. It actually needs to provide challenge, risks and etc for owners and workers. I never was business-oriented on era, so the specifics haven't been drawn up. But I'm sure, given time, they can be.

Businesses as of right now are a profit-whole for players who own them, without any effort. That shouldn't be.
As well as, what is the purpose of PPA? o.O?
It was returned without even once thinking about FIXING the problems that caused its removal in the FIRST place. That is absolutely terrible judgement, fix that.

In conclusion, finish whats on your plate before asking for seconds.
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  #4  
Old 08-22-2011, 05:31 AM
TheJames TheJames is offline
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Quote:
Originally Posted by Gambet1337 View Post
1)you should finish the "new gang system"
2)hire some better developers because our staff team is a joke ;x
I'm trying to get Alfonso to hire me, he knows how well I develop (ecspecially modern themed).. Waiting on Zeus to approve me. If I get hired, alot will get done.
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