Could be what's meant by the third one but kinda reminded of XIV Summoners. Their summons are now basically more single target dps, more AOE dps, or more survivability.
Maybe Cherubs or Deva's give something that helps bashing and the oth…
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That's cool too, I was mostly just thinking that some of the comments indicated that some people just might not care about daily credits and as long as they're playing that's fine.
I think it's okay if invested players aren't too fussed with daily credits if they're playing "enough" each day because the goal of the system is already being achieved. But also the system should still aim to reward them so the people who enjo…
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Well also, if there's a case where some combination of artifacts and skills you don't have enables someone else to beat you in an activity then that might also be nerfed?
Agreeing on a definition of what endgame is, where it starts, etc is probably a starting point. The seemingly typical MMO definition is that "Endgame" is what you do once you're finished levelling. (so basically everything from the moment you hit de…
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Those aren't really individual costs, however, with orgs owning a bunch of ships that are more likely to be used it'd likely fall to orgs to maintain those costs and be invisible to an individual player. Plus if there are rewards to p…
It's not so much the team, it's the "locked-in" aspect. It's the fact that you can't really just bring more damage/etc unless you're kitting out a second ship.
Seven might be an inaccurate number to pick because that's a pretty standard …
Sure, though even then you're also looking at constant resource consumption through curatives vs a system that is a big investment and then doesn't really consume anything but time.
I guess the other thing for me is that, yeah, there's a…
I feel like the issue behind the concerns about "locking" aetherspace to groups is really more that it feels much better and safer than bashing. It also not so hit by limits on how many nodes there are (and their power limit) or just how many …
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The games economy is really something that all players also participate in though and working on that could in turn provide more mechanisms to make endgame more rewarding (because endgame is also part of the game economy).
The design trades part seems like would interact with the permanency issue. Someone else investing their credits in a rune, for example, looks like it would give you permanent i…
@ElrynGreythane i'd see "physical" shops sort of system as more a thing for people who like the idea of it. Like if someone wants to run a cake or clothing…
For D, Starmourn kinda provides a template for this sort of mechanic. There's also the various auction house, market board, etc sort of systems that exist out there.
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A wordpress plugin seems plausible, it'd just need the admin to have access to install plugins on the wordpress and the website already has oauth set up it also wouldn't have the concerns in 2.
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There's also a bit of irony in band-aids given they're prioritised because they're small and quick, but they start to add up if they don't actually fix the issue.
The prioritisation is also another place the "alternatives …
As an alternative, more work, but local orders/chapters might also resolve the issue?
All the stuff that's currently tied to elders specifically (shrines/temples/etc) would shift to being tied to their order and that order would be connec…
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The limiters on envoy reports seem to be the main difference.
Without putting in more coding time to the single sign on it'd be open to basically anyone regardless of vote weight, level, etc. Beyond that, things like …
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And I ask repeatedly because when new information or email blasts come out I look at what you've said and what information is currently available and there's a disconnect.
Looking over what I can see right now, HS seems to …
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Bolded is where profiling comes in tbh. May not all be trackable atm but the stats for a coms vs non-coms wouldn't really be the same. i.e kills, length of presence in active conflict zones, objective ticks (anomaly claim time, …
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Sure, this could also get abandoned like other aspects of the game, the example being Woodchems which were also dropped into the game without much apparent thought on how they would work in relation to their secondaries and tertiaries becau…
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Yeah, that's where the current standard for the majority of classes works (by this I mean primary = class unique, secondary = shared with archetype or shared with org, tertiary = shared in various ways) because the tools that class an…
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Yes, I read it and then pointed out that one of those scenarios can happen, and already has, because it already exists. Which has created issues when trying to envoy things for one class but not the other.