DW_Ant wrote:christmas wrote:DW_Ant wrote:As bad as this may sound, I've been seeing positive
results from this.
positive results????????? really? like real-really??? [no sarcasm here] btw, does it beat the very purpose of
weapon masteries or not?
What I've meant by decent results was that high levels are still able to rush through the
maps, but not to a degree where the low levels only encounter 1-2 monsters throughout the map. This serves
as a happy medium between the two extremes where both low and high levels are able to contribute to the
assault.
This doesn't defeat the weapon masteries since they do have an influence on your overall damage.
yes, it does, long and short term, direct and indirectly....
since a high-rank loses his advantage for which he spend his time for....
making the (not-bought) weapon masteries reduced to any percent
I mean, a high-rank's commitment to his character and server is re-payed by...-50% masteries (doesnt sounds
nice at all)
(dont stick to the -50%, i just put a number there)
an experienced/mature/adult or whatever you wanna call it low-rank player will
1: acknoledge that his contribution as a low-rank will be smaller than that of a high-rank
(thats the way the RPG system is)
i didnt implement the rpg-system, its a typical cRPG system that anyone that plays pc games knows that....
as you grow old, you grow strong, end of story....
and thats what makes rpg system unique....
otherwise you could grant all players max weapon masteries since day 1
then it wouldnt RPG, right? oh well
you get my point....
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christmas wrote:DW_Ant wrote:High levels can't breeze through the maps like before.
sounds like an accusation... is that "all high-levels rush maps" a rule?
because if it is, you should have thought of it earlier....
if its not (which it is not), then you penalise all high-ranks
because you cant state as correct the ""all high-levels rush maps" (as it is a false statement)
its better to understand that some "high-levels rush some maps sometimes"
which that makes it an
exception.....and some other kind of enforcement should be consider (by you) to
stop this phenomenon would be
just/fair
so, makes pointless the Weapon Masteries
DW>Ant wrote:...it just takes one player to rush the map to spoil it for the rest of us...
so, you acknowledge the problem, then FOCUS on that....
or as you said dozens of times in-game,
[glow=red]"there is a
majority map-voting and kick-voting system, use it"....[/glow]
make proximity-triggers for monster spawns or blocking volume.....
you must understant that -> you cant penalise a high-rank for being.....a high-rank
trust me on the following statement: afk's, hoarders, majority of necros DO spoil the fun and can cause bad reaction to other players, visible in the chat window
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christmas wrote:DW_Ant wrote:High levels can't breeze through the maps like before. The low levels
actually have a chance of encountering monsters.
they always did [fullstop]....ps: you might consider low-ranks rushing the maps
When low levels rush through the maps, they would often get killed.
not always the case since, rushing is rushing as not in a crowded-by-monsters area always
it can be:
rushing objectives
rushing relics
rushing ammo/weapon that not respawn .........etc
but I didnt see you looking into the above issues
are these of minor importance? trust me, they are of much major important since assault could become
humiliating defeat from a bad call
you can alternative, since I see your issue is with rushing monsters,
double the monster spawns.....if you do that then the problem will be solved.....
there will be adequate monsters for low ranks to kill......or die trying
and you dont penalise the high-ranks masteries in that case.....
its a WIN-WIN situation......
dont you agree?
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christmas wrote:DW_Ant wrote:I want to get your opinion before I come to a decision if this should stay
or not.
my opinion is, this will cause more problems than it will solve since there are many more high ranks than low
ranks....
expect re-voting,
expect poor-motive for a high rank to play a low rank map, since he is not getting any xp (or win-xp) doing all the job, now you wanna do that too.....
Or conversely,
expect poor-motive for a low rank to play a low rank map, since he is not gaining exp for exploring. Or
expect poor-motive for a low rank to play a high rank map, since he is not gaining exp for dieing in a map they're not prepared for.
a low-rank gets xp anywhere, winxp anywhere....if not, tell me what maps to go test them....
the only good-thing you had in-effect once was that r1-r2 players in AS-ResidentTexas would get only 400
winxp (instead of 700), simply because, for once, you did something which was in favor of high-ranks
I mean, its not in favor of a high-rank if a low rank gets less winxp, of course not....
but it gives a "fair" xp distribution to the actual contribution of each rank to the Assault
and that's why this map is un-beatable for r1-r2 only players...
i didnt understant the second thing/sentence, what you are saying there....
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christmas wrote:and what happens if all low ranks die, and only the high-ranks left alive in the map?
Then there will be little need to vote for low rank maps.
i didnt understant that too......
I asked, what will happen if in a low-rank map, all low-ranks die, and only 1 high-rank player is left
alive...will he re-gain his true masteries, or will he play with his reduced masteries?
since all low-ranks dead, he cant rush against others, so he should re-gain his true masteries....
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DW_Ant wrote:I primarily vote up low ranking maps whenever a new player joins. Last month, all new players (6) decided to quit. All of the low ranking maps were rushed, then they would get killed in a high rank map where they would encounter their first monster. Jumpship is an exception for the friendly player monster part.
yeah, I noticed that, we have fun with that......
at least acknoledge that and show some respect to high ranks.....
not because, they are the majority
not because, they are not hoarders
not because, they are high-ranks
not because, they prove how commited they are, from the time spend to build their characters on server
but because, although they are at all instances (in server) the majority, AND YET, they vote low-rank maps, they play these maps, they give advice, assistance, they help.....BLAH BLAH BLAH
not ALL high-ranks, but THE MAJORITY of them....
a person who joins today, is he informed that even low-rank maps are impossible to beat?
because, that is so true.....[MonsterEvo education]
where is his commitment when, the moment he dies, he leaves the server?
I mean, i didnt join the server and become r4 in a day....
server is hard [fullstop] for a low-rank who is not familiar with enemy types, maps
and this knowledge is gained with time....when he is not commited, and he leaves at the first instance, dont expect anything by him.....
and yes, server-difficulty is a detergent for newcomers, simply because with 75hp and -25% resistances you cant do jack-shit even in easy maps(i dont even know who came up with this expression)
did you carry out a survey to see, if these 6 people, what they didnt like adn why they quit?
they were too good, too skilled, but they couldnt killed any monster because of their masteries?
or (maybe) they died in a flash???????????
oh well, I believe the latter......
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maybe make a system where, as a high-rank kills, his weapon masteries will decrease slowly
so if he doesnt kill anything, he will have full masteries