New combat system NOT reliant on mob
Forums βΊ Suggestions & Feedback βΊ New combat system NOT reliant on mob-
The current fight system is deeply flawed, rediculously scewed in favour of vets who have punched thousands of codes.
Whilst I fully respect those who achieved such large mobs, it is unrealistic to expect new players to get anywhere close to these behemoths.
This in turn, results in a poorer retention rate that could otherwise be achieved.
And, as more and more big spenders put down their tommies, this leaves the game financially vulnerable.
If there was a new combat system where mob was a smaller factor, more players would be retained and are likely to invest modest sums of cash to play.
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I am all for keeping players around but the question is what is considered small and also fair in general.
3k mob player who has been around for 2 months what should he or she have as an advantage or disadvantage over players 20times larger that have been playing for 2-3 yearsWhat about a 10k player in for 6 months
Or a 20k player in for a year?
Keep in mind the game is played differently by many players. Some love to just fight and be in Vs others just hop or just plant while traveling.
I certainly don't have the answers but I would be curious how you change the game for 5k, 10k 20k mob players.
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I understand the issue, but I've never seen a suggestion that would work.
My bias is pretty obvious, having punched codes for over 3 years now. You also have to consider the players that have spent thousands of dollars on hench.
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Thats your fault you punched codes Mystery, nobody elses, you probably put skill points in attack & defense too didnt you?
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β£ΡβΡβ¦Η€πΉ wrote:
My fault? π Of course I punched codes. When I started playing, mob basically didn't affect range.Thats your fault you punched codes Mystery, nobody elses, you probably put skill points in attack & defense too didnt you?
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