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Quote:This change is to prevent the forced-nerf of the rewards from the Task Forces from runs at -1 difficulty. This is most likely a temporary solution until.Most players, especially those seeking a challenge, would like a reward akin to their effort. This is not unreasonable.
We need less hissy fits. -
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You claimed you wanted a challenge, and when presented with a means to increase the challenge, you said you wanted the reward. It's fairly obvious you're using the challenge as an excuse for the reward.
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You're assuming that'd be an easy change. This is likely just a temporary solution to prevent abuse.
Quote:I"m there for the challenge too. Purple patch, ever heard of it and what it does? -
In other words, you don't want more challenge you want more reward. This change is to prevent people from farming them on -1 difficulty, which'd seriously screw over the merit rewards.
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Then use the Task Force difficulty options?
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Arachnoids, loads of Arachnos guys, Rikti monkey farts, the poison gas canisters that nemesis troops sometimes use, and lots of others scattered around.
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Just a note: Currently there's a bug messing with drop rates. The devs have likely found the source (uninitialized variable teaming with gnomes) so there should be a fix on live before too long.
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Quote:If you want to own your own property, or buy items from others, you'll need the in-world currency. One method is to purchase it with real money. Other methods include selling your creations or working, etc.
Doesn't 2L need you to put real life money into it to get anything done in it? Unlike the Sims?
Quote:Also I would think the construction and family building tools in the Sims would be easier to use "from the get go".
Quote:If what I've seen and read is correct, then I can easily see how someone who likes the Sims may not like something like 2L, as 2L seems to be waaaaay more advanced than the simplicity of the Sims. -
Purples offer good bonuses to EVERYTHING, as well as not losing their bonuses when exemplaring down.
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Quote:If The Sims sppeals to your love of construction and SL doesn't... you've obviously not looked much at SLIsn't real life what we try to AVOID by playing games, though? I run into that a lot with people I know when it comes to leisurely activities, because I tend to complain about and dislike a lot of things in my games that I do every day in real life. But my response tends to be that if I wanted real life, I'd shut down my PC and walk outside. Since I'm cooped-up in here, I must want something else.
That's what confounds me about Second Life. I can understand shipping off to a game that's vastly different than real life where I can... Well, see pretty pictures, essentially. But what is the appeal to leading, essentially, a second life inside a computer game that is essentially a mirror of the life you lead offline? I guess I could ask the same about The Sims, but at least that game is a little more goal-oriented (level up stats, progress through your job, make bigger house) so it kind of works. But I guess that appeals to my love of construction, and even that doesn't last long.SL is an entirely player constructed world. Inside of which, people have created loads of different games (including a variety of combat systems), as well as many other things.
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Quote:I never called it a gameI think if we stopped calling Second Life a game (and "game" is inherent in the MMORPG acronym), we'd all be happier with it and have a much easier time understanding each other. I'm not sure WHAT I would call it, besides a business, but it is decidedly not a game any more so than printer paper and a packet of colour markers. And believe me, I've made more than a few games out of those.
That's not a BAD thing, mind you. To each his own, but presenting it as a game tends to have a lot of people go "Huh?"SL is something that games can be built upon, though. I think a decent analogy would be to say that second life is to a game as paper is to art. It itself isn't one, but many exist within... and it can be used for many other things as well, whether that's just to have a virtual business or what have you (I've actually heard of a few artists that have created stuff in SL, some of it was rather impressive!).
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Quote:That's for active accountsActually guys, this hasn't been the case since I14, when the "60-day rule" was removed.
I14 patch notes here.
Characters (on active accounts) who have inventories, bids or items for sale in the Black Market or in Wentworth's Consignment House will no longer have to log into the game within 60 days to avoid item or influence/infamy expiration. -
SL is a lot like the internet... there's a load of crap everywhere, and some stuff that'll give your nightmares... but there's some stuff that's actually pretty amazing.
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Quote:In case you didn't realize, the animations and facial textures are entirely player made (except for a couple default ones), along with most everything else in the game.Mmmmmmaybe. Anyone who set out to do that would have an awful lot of work to do, though, just getting it presentable. I mean, unless they've done a huge overhaul to the engine since I stuck my head in a couple years ago, the character animations, facial models, etc. are deep, deep in the Uncanny Valley, and the game world in general looks like one of those NASA animations of what the Moonbase was supposed to look like circa 1975.
Their prim system also received an upgrade several years ago to include "sculpted" prims which can be of an arbitrary shape, allowing the more complex objects using less pieces.
Not to mention, gives the user access to a VERY powerful scripting system- and by that I don't mean client side... I mean server side, it's even possible to integrate with web APIs. -
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Quote:Planeshift has an open source client (server is proprietary, art is also proprietary) as well as being free... although I don't think they've advanced much at all in the last several years.Truth be told, I have idly contemplated a MMO with an open source client. Could be interesting
SecondLife has both an open source client as well as an open source server... but then again, it makes Virtue's PocketD look family friendly by comparisonBut it'd probably make a decent base for a platformer MMO.
Although, the main problem with any open source game isn't the engine as much as the complete and total lack of artists (then after that it's sucky primitive engines as well as sucky primitive graphics on Linux which is often the main platform).