Originally Posted by
Salvadore
It is flat out unfair to have a "starter weapon" that is much stronger than anything anyone starting out could get for a very long time, especially when skillpoints put into combat are negligible. To the rest of your #2, that is exactly what i was trying to get at - subtle BALANCES that are very easy to implement and will keep players from leaving.
Ya, you might be right. I wouldn't bat an eye if they just removed PreOrder Weapons.
I think it should be at least noticeable, not necessarily drastic. An experienced fencer and a 12 year old boy who has never held a sword can both stab someone in the eye and get the same result, but the experienced fencer will obviously know how to use the weapon properly for more damage done, defense abilities, and ways to attack without exhausting himself. Same should be in game with skill level, imo.
I was under the understanding that there are no stat point gains whatsoever in game now. I didnt put this to thorough testing, just took it for what it was - hearsay. However, IF it were true, it seemed very unfair and easy to fix rather than just making everyone lose points...especially high level points.
Stat gains ARE in. Mostly from crafting. We are ALWAYS going to lose stats, and we have to work to gain. Some people even have more total points than they started with.
Agreed we could add that as 6, or maybe replace 5 if stat point games ARE possible. But why turn on item/skill decay whenever the majority of items are flat out useless and not balanced? EG weapons, armor, leather, etc. Skill decay is under the same ideology as item decay because there is no softcap atm...plus, dunno about you, but im obviously not going to dump points into something that has no use...like combat atm.
We may have to agree to disagree here! FPS fixes number 1, and I think alot of our game-change-craft in general would be moot if we were playing the game they indended us to play with most of the features on.
Thanks!!!
Anytime, I call em how I see em!