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RE: Zulgh, man.
>You're great and I love you but this change really didn't
>address any of the complaints the playerbase has with the wand
>system.

Which complaint?

>This just seems like a band-aid to settle the
>grumbling down for a short while, a way to placate the
>masses.

I see it as an improvement over the current system, if that's just a band-aid, it's still an improvment.

>I think some great ideas exist in the posts below. Maybe not
>as stand-alone replacements but that's fine, damage redux
>doesn't need one be-all, end-all system. A lot of
>complementary and supplementary ideas could be taken and
>implemented to give a more dynamic and diverse system.

So make a suggestion. Honestly, this post is useless. Nut up and design a complete system you think will work. I agree that there are some interesting tidbits here and there, and I also think a bunch of it is just crap.

>Reinventing the wheel isn't a bad idea but I definitely see
>the discouragement it could bring to you guys to have to code
>up something entirely new. I understand.

I'm not opposed to reinventing the wheel, but there are things we have specifically designed into the system (like having to take a bit of risk to actually get some damage reduction, having discoverable patterns your enemies can take advantage of, having a way to get rid of someone's dam redux like a thief stealing your wands, etc). A lot of ideas really boil down to "just ####ing give it to me".

>I hope you guys reconsider the system. It doesn't work as
>is.

I'll say it one more time...Honestly, this post is useless. Nut up and design a complete system you think will work.

>Thanks for the game. Best ever.

You're welcome.

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