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Originally Posted by Tim_Rocks
Pick away at the ideas, kids!
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OK!
Quote:
Originally Posted by Tim_Rocks
-How on earth do we compensate players?
-What's wrong with the gun stats anyway? I thought they were already balanced.
-The only thing rich players would be able to have if this is implemented is basically a business or a house. There's not a lot of other options after that.
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Why would you need to? The only thing you'd be inclined to compensate are potions because they were purchased with gelats, but you could just leave them alone since they don't impact game play as such.
They were. Then they weren't. Sometimes they are, most of the time they aren't. Honestly don't know anymore, though as soon as someone modifies one stat or adds one gun to the public after an established 'balance', it's essentially gone... Picture a scale, both sides set to an exact standard, any modification thus unbalances said scale.
The thing I don't see, is how rich is defined? Every player on the server has an equivalent set of
multiple accessible inlets of theoretically
infinite resources (in this case 'Money'). Coupled with the same accessibility of outlets to spend said resource (every gun, item, etc.) at set marks.
The only way I see fit to define rich, is whom can commit the most time to actively playing the game at any given point. Thus giving that player the highest rate of resource attainment.
Quote:
Originally Posted by Tim_Rocks
It seems like players want fast kills, and something they have that no one else has.
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So they want to be lazy and feel special. A type of behavior that shouldn't be encouraged.
Quote:
Originally Posted by Tim_Rocks
And I was thinking making raids more event like. Faster re-spawns; Allow whoever is in control over the base to re-spawn in the base.
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Just about everyone was in agreement that those 'BHPK' events made raiding redundant and pointless. Giving unskilled players free advantages to encourage them to not train/get better. One of the few things management actually agreed with us on (those events are now limited to be hosted).
Quote:
Originally Posted by Tim_Rocks
Also, making multiple capture points so bases are a little more challenging than just waiting in a ring for 45 seconds.
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Can't beat the players defending the control point?
Having difficulty staying alive while trying to attain advantages you don't deserve?
Never fear! There's now multiple circles so you can capture bases, while you don't actually capture bases!
Just 3 easy payments of $19.95!
+ S&H
Quote:
Originally Posted by Tim_Rocks
Players also told me they want locked down areas so players don't have far to run.. Lastly, make it so the only place you can go once you leave the base is the surrounding outside levels until the raid is over or you die.
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Links are already pk-mode disabled. Pk timers make hiding in unstick unavailable. Everything is child-proof to be easy as pie... though chasing and/or killing is a skill-required endeavor, if you can't do it... go practice instead of crying about it.
tl;dr
Nope
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As for the OP, I only read the bold statements. And it sounds like you need to type Zone into the 'Servername' bar.