The ErosionSeeker -> RE: Issues with wars and how to improve them? (2/3/2015 20:49:45)
|
I legitimately think that first the catapult, and then making DMs 100% from the catapult were a massive mistake that directly leads to multiple negative situations. Most wars don't have mega xp (unlike both recent pirate wars) Before Voltabolt exponential xp inflation, wars were often seen as the go-to way to farm gold and xp, they were fast, and usually gave a bundle of rewards (DM items, xp, story progress) in the process. Some people even used wars to dump xp even long after Voltabolt became the best thing solely because of the additional rewards making up for the opportunity cost of lower xp. With the double Pirates and Pirate vs Ninja wars, xp was double or even triple that of other wars. It legitimately had a chance to compete with Voltabolt as a real xp farming method. Now, the thing that you'll notice is that neither war had the catapults, and they had far fewer waves than any "regular" war. Discouragingly low WPM followed by enormous WPM Now back at the latest Dragonrider war, not only did xp get reduced to its old formula, but it was made "more mundane" due to the class lock. WPM was very slow until catapult unlocked, after which it climbed insanely quickly before ending. The catapult made that war almost too easy. It took 5 days to get 1,125,000 waves, and then the remaining 4,375,000 took another 5 days. Progress tripled, and WPM and other statistics skyrocketed. In effect, the war was a 1M war coupled with a collective 40 million hammered leftclicks. Catapult makes this extremely easy, and people now are wondering why something like the Necropolis War had 5M waves but took a month, despite the fact that the playerbase was very large then. It was because we had no catapult back then, and frankly, we don't need one at all. DM items having astronomical prices DMs used to be like 50% rate or lower back when they were first added to catapult (as seen in the Gilded World War), and only recently has that changed. Now we see 100% drop rates on DMs in every catapult, meaning not only are waves being completed in a fraction of the time that regular or even Snogger-type waves are being done, but they're all about clicking in the same magic spot 10 times, switch to another spot, switch to a third, turn in, and repeat. It's robotic. The "100 per upgrade every new war" thing isn't a big deal at all, but the Cannons are like 2000, 3000, and 4500 (total 9500), which alongside the 13 Elemental Unity (6500), means a colossal task if not for catapult. It's as if everyone is severely encouraged to get it if they want to access some of the most interesting items in the game. This isn't such a big deal in most task-based RPGs, and it's seen in things like the AQW BLoD and so on, but doing 16000+ catapults just seems like a monotonous chore of an endgame goal. I'm a little sad that the response to more Storm-like wars is "possible but we really shouldn't", but even without so many cool quests and ways to battle, turning wars into Catapult: the Movie: The Game seems almost alienating.
|
|
|
|