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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