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  • Art and scripting departments did a good job, game design again failed horribly. Just like the class and game mechanics changes in Mod 5. You have good 'workers', but lack people with a hand for keeping things fun and balanced (or at least not more un-fun). It's also not helping when posts pointing out what is wrong get…
  • So, - level 60 epic items effectively got trashed (artificial HP bump on new gear) and discontinued. This will not sit well with people, as we're generally attached to our stuff. Good design would be to progress linearly, not devalue completely (no more dungeons to use the old gear in!) and restarting at zero. Then, when…
  • Karma at work! Frankly, horrid class design decisions had been made when I stopped playing some months ago. And don't get me started on ingame support who wanted me to send stuff in 3 times. Useless! Form A38 anyone? Personally, I hope whichever designer messed up Divine Oracle gameplay mechanics and messed with Tactician…
  • Guys, this isn't funny. This is nothing short of impending theft. People paid cash for their trade bars, people invested hours and hours to get whatever currency is currently capped @300. Whoever designed this needs serious lightning through their desk. Self-respecting people won't buy Zen from a company that is about to…
  • Bug: During the currency transformation, a lot of currencies got capped to 300, meaning excess amounts (and the corresponding player work) were *deleted*. The support guys would prob'ly lynch the coders and steal Akromatik's hair dyes if this went live. Gazillions of tickets anyone? ;)
  • I would - add 4 more quick-use slots. - shorten all dragon timers to 10 min. - at least quadruple the ToD boon-book droprate. - reduce all artifact item RP needed to 1.8 mil max - the carrots are hanging too high. - introduce an artifact offhand with a set bonus to complement the existing artifact weapons. - redo rogue…
  • Up to level 59.9, this was a 9/10 in terms of atmosphere - graphics, sound, zone design and storytelling did a great job. The lack of a better grouping interface prevented a 10/10. Once the 'charm of the new' wore off and MMO routine kicks in (the 60 grind which will inevitably have some repetetive elements), it still held…
  • a) The future is uncertain. b) AD/zen always rises prior to a new module. c) AD/zen also does smaller spikes, either in value or backlog, when Cryptic announces attractive Zen-market offers d) There are some quantitative unknowns. That said, I feel as if people are barking at a tree long felled: Resonatorgate was a severe…
  • Grand Regent is a decent set for a PVE GF. It'll work well on a KV-heavy build due to its high defense and decent deflection values. As a PVE tactician I ran it with about 5k defense total (= +1k power from the set bonus) quite a bit in eLLM and eShores. I've recently shelved it in favor of Draconic, however. The loss of…
  • I like the idea of 'overload slot drillers'. It would keep old sets/content competetive in relation to newer/future sets and if Cryptic can earn a few bucks that way, why not. With the upcoming Glyph fix (see devtracker) overload slots will be less attractive soon anyway.
  • PVE perspective: Some GF at-wills could indeed use some love. Cleave works best for Conq specs due to feats, but in light of the recent buffs people are migrating away from Conqueror - and started looking for alternative to Cleave. Suggestions: Cleave - remove its 'forward step' when cleaving - I don't want it to mess with…
  • This, for artifact weapons. Made some tests on preview yesterday with leveled swords in the 14-22 range. The RP return seemed solely artifact-rank-dependant and ranged roughly between 40-50% return rate. Even with double refining weekend ahead you won't be able to recover the original RP cost. In short, chaining won't work…
  • Balancing feedback in my opinion is too context-sensitive to be meaningfully broken down into a tally sheet. A statement that might hold true for mainstream PVP may not apply in upper-tier PVP, also the other way around and for PVE, PVP-"issues" may actually be desirable fun features and contribte to a classes'…
  • Things are just being handled in a clumsy way: - Ideally, you'd have just, and without much fuss, pushed an updated launcher, with optional "extended functionality" but without any fancy name. Less friction and a lot more user acceptance this way. - Less ideally, but still ok would've been an approach centered on actively…
  • It doesn't matter how bloaty or not bloaty the thing is. It's unnecessary and people dislike getting additional programs forced upon them. I don't care what it does, because I do not want to run it. Forcing this on people is just as bad as forcing them to run a bitcoin miner in the background. Not to mention ARC will…
  • Yes, it's just the "somehow" that's rather elusive: Generally: a) If something attractive gets added to the game that costs AD, AD gets more desirable and rises in demand -> 'true' AD/Zen shifts down. b) If something attractive gets added to the game that costs Zen, Zen gets more desirable and 'true' AD/Zen goes up. Then…
  • Aye, it's really hard to estimate where an uncapped price would move to. Lower than 700 AD is entirely possible - I'm thinking the major share of the current backlog is from people hoping to (safely) resell, meaning Zen backlog is largely being caused by the current 'free lunch' margin of roughly 300AD/Zen. Without a cap,…
  • a) Mind giving a reason why you think anyone would pay that much per Zen? They's just risk effectively losing value once/when Zen comes down again. Noone likes buying expensive. b) If you could indeed gain that much AD from selling Zen, more Zen would be bought with hard dollars for selling; the game wouldn't shut down,…
  • The current situation is a strange compromise, but like most compromises it might still be better than either of the two 'quick and dirty approaches': a) If Zen items were changed to bind in order to enforce a max of 500 AD/Zen, you'd have 1) less item reach (no passing on of items to friends, significant others etc), 2) a…
  • Prynnce, you shouldn't spam-necro several threads. It's way too much noise which is burying real problems. If you want to be any constructive about your issue, start by being more specific about your affected PC system. And I'm not sure if performance optimisation issues count as bugs, so you might be in the wrong forum,…
  • It wouldn't be too hard to add some utility into the picture to get the powergamers onto the boat; think of account-wide storage chests or house buffs. Have a house? +50 Defense (My home is my castle) Have a housemaid? +50 Regeneration Have a dog kennel? +50 Deflection (None shall pass) Have a Fountain in your garden? +50…
  • The solution is AD sinks, plain and simple. Currency resets are a strict no-go, as you'd plain rob from people. The damage to the company would go beyond this game. Imagine Housing as a sink; say a plain wooden hut available for 800k AD (could consider an additional monthly land rent, too). You could buy simple furniture…
  • Well you've just confirmed what I said: If we take your example, the real AD/Zen rate would be 800-ish. It's obviously not OK if those who sell Zen over the exchange only get 500, as this creates 'earning middlemen' or mooches. Thus it's the AD/Zen cap *creating* a problem where people accumulate AD which should've gone to…
    in Zax Comment by baylen76 August 2014
  • 1) From there, it's only one step (removal of the ZAX) to permanently cut Zen item access for F2Pers. Another major MMORPG title did that in 2010, so I wouldn't be too quick to rule that out for eternity. Said game's then-publisher's stock prospered for years afterwards, btw, until it was bought up by a multi-game…
    in Zax Comment by baylen76 August 2014
  • You're repeatedly posting under false premises: Under normal circumstances I would have never gotten anything less than buyout as even with weak bidding I could have asked my girlfriend to plain buyout the item for me. There's only a situation as the item is inaccessible despite still being "invisibly up" for more than 4…
  • In the meantime, post-patch-posted buyouts have been sold which were actually higher than my pre-patch one. It's safe to deduct that the cheaper ones would've been bought/sold first, so yes, it would be a definite loss which can be directly attributed to the 'invisible' status of the item. The bottom line is I posted an…
  • I'm also affected. I have two Doohickeys on sale, one posted pre-patch and the other post-patch. The latter is fine/visible under Consumables, the pre-patch posted one which used to be under Miscellaneous now is "invisible" with a lowball bid on it which would make me lose over a million AD if it went through. Since this…
  • Ideally, the little fellow would need a class-based adjustment factor then, either on the proc rate or (better) the amount of stamina restored - that would make it balanced and appealing for all (soon) 7 classes and not just for the fast-hitting ones. I guess if the pseudodragon is already slot-worthy for CWs it'll be…
  • True, the slowness might be a factor. Which means if I go Tactician with Crushing Surge the Pseudodragon would be even worse. Maybe I should just swap it out for +5% AP gain or +combat advantage.
  • How can you tell it's working? After displaying "refresh" on screen it might try to call a function that - after the stamina rework for GF - is no longer being used. That would explain why there's no longer a combat log entry. Alternatively the log entry was actively taken out, but we don't know that, either. And honestly…