Quote:
Originally Posted by ilovegirlzz
u made guns that suck rock and guns that rock suck same with their prices
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I mean, I'm fine with the stat changes.. I just had to find a new gun that suits me well. Adapt to overcome as with any situation. However I think the price changes could've been better executed. It's fairly silly to take a gun people just worked 1m for and make it 200k, then take a gun some kid paid 2k for and make it 250k. There's no warranted need for changes such as that which shift the economy. Slapping the earned weapon players in the face and making some randoms rich.
Also cash money is worth double what it was before since on average the guns cost half, if you really wanted to balance it you would've made up a cute little graph of player wealth and cut that in the same fashion. A player that had 500k sitting in their bank prior was still saving for the best guns, now they can go out and buy two of the best guns without actually doing anything to earn that tier.
I like how the prices and stats are linear and it avoids gaps, but the same could've easily been done without plot pointing utterly random statistics in a graph and telling players to deal with untested weapons that feel really random in some cases. This because the balance was done in a graph and chart, by a player that actually knows little about how to play the game [well], taking the time/care to do it manually as per prior examples.