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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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