![]() ![]() So if I have to play a game where progress is sinking time into it, then get a message about sinking time into the game. Which isn't doing well because the return on investment is absolute ♥♥♥♥. Here's the problem I see with the concept of "proper gear sink".ĪP cap, Crafting limitations at 10%, gear breaking at +2 for a blue item and, then random stats. I get that the grind needs to be there while not achieving maxed out gear. Which in the end the gear will have a chance of breaking anyways. Not once did I get a tough plywood (blue) to build blue gear. For example, I just went through 80 stacks of plywood. On top of being caped by AP to even farm the materials. There are chances at every turn to obtain the material, craft, and enhance the gear. It will only lead to people leaving.Įven with having just a few pieces of maxed gear. Breaking the gear to prolong game play for "Diversity" sake, will not give the results you have claimed. You will see cookie cutter builds, for sure. If you aren't maxing out the build, then you aren't going to win against people who do. There is no diversifying builds with a PvP game. Starting off, taking months or years to acquire gear to play the games core PvP concept will kill the player base. The entire game is based around everyone being in a different place and no one person being +18 on everything pretty much ever - it is an indefinite loop where many months/years of luck is required to have +18 on even just a few pieces of gear. and subsequently this diversifies builds with rune slots etc. Originally posted by Fast:Breakthrough gear whilst being a little annoying provides a proper gear sink - it is an MMO - there is supposed to be a treadmill - its also a pvp game where everchanging gear is important so that the game does not become stagnant with everyone wearing the exact same stuff and using exact same builds, it means everyone is in a different place gear wise. That way the game play is prolonged and, I don't have to constantly see this BS message, "it's been x amount of hours since you logged in." Instead of breaking the gear, why not offer a repair option by items that can be obtained. It really seems like an unnecessary step to break the gear, even at low levels. Then we have the loot drop rate, too which players can improve after obtaining items that can be obtained through prolonged game play. The dungeon cap and farm seed caps are two of them right off the bat. why? Just to prolong the game play? The game already has mechanics to prolong the game play. So the best gear will be lost for PvE players also. Which is the same concept here with breakthrough. Because no one wants to lose time grinding out gear for nothing. Eventually the PvP game play is basic level items that take little to no time to obtain. It's the same concept that follows losing gear in PvP. Which I don't understand the limited daily bit either. As for PvE, the game already has limitations enforced by daily resets.Ĭrafting already seems to prolong the game play. To prolong gear acquisition through luck is not something the average PvP player wants to work through. I can only imagine this game mechanic is to prolong game play. So far the best gear is breakthrough, which literally requires luck to not break, as far as I can tell. ![]()
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