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...it feels that way with costs so high that people are looking at RL years to attain. I.E You are looking at least at a RL year of nonstop bashing just to get Omniscience.I think one thing that should be gauged hard and content for the game should be balanced around is this, not just player burn out - because it will happen in this system, but longevity of the game itself.
Lone Wolf - lets you have effects of being in a squad even if you are the only one in the squad.
omnipresence - shows you on WHO and various XWHO's regardless of plane or bubble, much like current divine. (with easy ability to toggle on and off)The anti-gem-of-cloaking you've all been waiting for.
More weight. Free powers. The ability to move orgs without losing Ascendant (If True Ascendant)
Well, they also had access to the Domoth powers which Demigods never did. But now that everyone has access to them, what would be the point in spending millions of power on raising a VA? Extra weight points doesn't seem worth it.
Most of that is not permanent unless you are throwing all your credits and gold into those things.Some of those are monthly only and hour long.Some of them are highly RNG based.One of them requires a race change.At best permanent upkeep is going to be around 210%. Tonics, Cookies, Harmony.The people making huge essence gains are doing it in only a few or more hours of astral hunts. If they get 400% for an hour or two, then only 200%, it's still a truckload. Regardless, the actual output is at 10-15+ million per hour on astral. Again, this points to what I said about enough wealth, which some have and many probably do not.I also feel like nerfing buffs will just put xp rankings in a position where the top 10 people will never be displaced due to the lead they hold already - making it far more difficult for those below to catch up.Nerfing the buffs NOW will prevent exactly what you're saying, not feed into it. Doing it later would have the impact you describe, yes. Right now literally every demi is within a few days now, (or a week or two if nerfed) of bashing of each other. Compression = more equitable.I do agree with Astral bashing in groups of 20+ needing nerfs though. Maybe cap the amount of mobs that can spawn, the more people on the node the faster it drains, the more people on the node the stronger the mobs are without also increasing their essence value... as ideas.
I also hit a block with this sort of system because it's one big metric that feels huge and overwhelming, which leads to feelings of "why even bother?" and then negative feelings when doing stuff that's not directly generating essence because that's not progress towards the next thing. Small loops are really nice.
Also, separately, I feel like crafting/trading/etc perks should probably come as part of the economy overhaul, seems like it's simper cause then you can just make perks/powers based on the economy of the game after that.
Explorer (80%), Achiever (53%), Socializer (53%), Killer (13%)
Leadership - +5-10% increased gold, power, and experience while leading a squad, stacking with respect, aethersuit and commandant artifacts. Also allows you to bear a standard like a warrior, or if you're already a warrior, offers some damage reduction while standard bearing.
Anomalous - automatically regenerate 2.5-5% archpower each month.
Something Something Domotheos - Faster domoth claims, stacking with being a sealbearer/ascendant/TA
The anti-gem-of-cloaking you've all been waiting for.
Crafty - lets you make trade items anywhere! No need to visit the workshops anymore.
From the ashes - A faster (Instant?) phoenix, at a hefty essence cost and unaffected by death blessing, for when you need to get right back into the action!
Is this the same for Vernal Ascendants? Do they get free powers as well?
The lines and names of the powers could be tuned to the orgs but they're just skins for the same core mechanical benefit.
I'd imagine powers where there's a direct personal benefit but also have an aspect that's beneficial to your org and locked to it.
A quick example that comes to mind is something like a herofete but buffing different things which only affects org members present and maybe also gifts exp scaling based on the number of org members present.
These changes seek to reduce/remove both of those complaints by making the differences less. There are still mechanical advantages and RP accolades associated with it.
With several buffs on:
50+ million potential is happening on group astral hunts that last only a few hours or so.
1-2 million per hour potential is what a very quick hunter can generate solo with same buffs on.
100% golden tonic
100% silver cookies
10% harmony karma? (Not sure on % here)
25% Immaculate Control
(I probably forgot something, and there's also other limited ones like bloodrage, autumn, etc.)
That's well over 400% experience boost, most of that is easily permanent if you have enough wealth.
Suggestions in priority order:
1) Group astral needs be toned down. There's never been anything close to a time could you afk a few hours for 4 days and get #1. Sure that will shift over time, but given the baseline of demi powers costs and such, it's ludicrous by any standard.
2) Buff solo bashing, by whatever means makes sense. New super XP pinatas, buff existing mobs? Heck, anything.
3) Reduce or limit the exp buff stacking (maybe only those at demi level so newer players aren't affected); compress the gulf between those who can afford all those boosts and those who cannot. Does anyone else care about this part? Do people want to actually feel like they earned a thing or is that a pipe dream?
Some of those are monthly only and hour long.
Some of them are highly RNG based.
One of them requires a race change.
At best permanent upkeep is going to be around 210%. Tonics, Cookies, Harmony.
I also feel like nerfing buffs will just put xp rankings in a position where the top 10 people will never be displaced due to the lead they hold already - making it far more difficult for those below to catch up.
I do agree with Astral bashing in groups of 20+ needing nerfs though. Maybe cap the amount of mobs that can spawn, the more people on the node the faster it drains, the more people on the node the stronger the mobs are without also increasing their essence value... as ideas.