Dear Dev Team


Aett_Thorn

 

Posted

Dear Dev Team
I wanted to give you some feedback on the stat of the game. First why I am posting. Our guild was going strong with 5 on at all times 24 7 and around 20 evenings with about 40 loging in ever day. Then came the start of the nerfs to ae and skills players had spent years to build up. Now we are luck to have 2 loged in 24 7 and around 5 prime time. Nerfing player skills after a game has been out for 5 years can really hurt player love for loging in. Why spend a lot of hours to make nice builds and save up for sets to have the skills so dimminished. Please go slowely with the nerf stick. It will help the players feel excited to play and not kill off desire to build strong charcters and save up for sets. Really 5 years into a game we should have been done with the nerfs years ago.


 

Posted

I'm sorry for your loss. I don't understand. Do you know specifically why each of those people left? Did you ever attempt to get new players?

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Our guild

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Normally they are referred to as Super Groups or Villain Groups.

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Then came the start of the nerfs to ae and skills players had spent years to build up.

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Are these two things related? How did the AE nerfs affect you? How did the "skills" nerf affect you? Which nerfs are you specifically talking about?


 

Posted

Not sure I totally understand your post, but I will attempt to elighten you on what I think you are talking about.

I assume you are talking about the recent patches that nerfed the AE, and that the nerfs have caused your sg members to not log in as frequently. These "nerfs" were needed as the AE was being blatently exploited, through Hami farms and other methods.

You also mention the "nerfing" of "Skills". I'm not sure what you mean by "Skills" but the only nerfs i can think of were to some Doms, namely psionic assault, wich were always going to happen and anyone who made a /psy dom knew they were coming at some point.

Also, yes we are 5 into this game, but new features are being added all the time. Nobody, not even the devs, will get it perfect the first try, that is why sometimes they have to fix things in order to make them balanced and not be OP.

Lastly, if the people in you sg are leaving for these Fixes that the devs have made to make the game more balanced and fun, then this game probably wasnt for them anyways.

I hope this has enlightened you a little.


 

Posted

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Dear Dev Team
I wanted to give you some feedback on the stat of the game. First why I am posting. Our guild was going strong with 5 on at all times 24 7 and around 20 evenings with about 40 loging in ever day. Then came the start of the nerfs to ae and skills players had spent years to build up. Now we are luck to have 2 loged in 24 7 and around 5 prime time. Nerfing player skills after a game has been out for 5 years can really hurt player love for loging in. Why spend a lot of hours to make nice builds and save up for sets to have the skills so dimminished. Please go slowely with the nerf stick. It will help the players feel excited to play and not kill off desire to build strong charcters and save up for sets. Really 5 years into a game we should have been done with the nerfs years ago.

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Sorry, don't buy it. If your sgmates quit over the removal of AE exploits then it's no big loss they are gone. We don't need the type of players that feel they have to use exploits to enjoy the game.

As to the "nerfs", the devs have been altering and fine tuning powers constantly over the past 5 years. Things constantly need tweaking as the game evolves, so changes will always be occuring. Deal with it. If you and your friends can't, then maybe you guys shouldn't be playing an MMORPG.


 

Posted

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Nerfing player skills after a game has been out for 5 years can really hurt player love for loging in. Why spend a lot of hours to make nice builds and save up for sets to have the skills so dimminished. ...Really 5 years into a game we should have been done with the nerfs years ago.

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1) Is the nerf you speak of Psionic Shockwave? That is the only one I can think of. I can still play my earth/psi dominator, albeit I preferred other ATs before and after the change.

2) AE hasn't been out for five years. Given its recent release and the need for tweaking, it is understandable that certain things would need to be brought in line with traditional gameplay.

Perhaps if you were a bit more specific I might understand your point of view a little better.


 

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Don't play this game much do you?


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

Posted

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Then came the start of the nerfs to ae and skills players had spent years to build up.

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How much skill does it take to stand around chatting at the mission entrance? How much skill does it take to brutalize an enemy generated via an exploit which disables its ability to fight back?

How many years, roughly, did your "guild" spend developing those "skills"?


 

Posted

Anyone else get the feeling someone bought their account off of Ebay?

Or at the very least hasn't been playing the same game we've been playing for 5 years.


 

Posted

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Anyone else get the feeling someone bought their account off of Ebay?

Or at the very least hasn't been playing the same game we've been playing for 5 years.

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OP's other post:

The OP seemed like fairly nice person. Just not always the most informed at times.


 

Posted

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Anyone else get the feeling someone bought their account off of Ebay?

Or at the very least hasn't been playing the same game we've been playing for 5 years.

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OP's other post:

The OP seemed like fairly nice person. Just not always the most informed at times.

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Thanks for the link Tonality. That alleviates that odd feeling I was having. The terms like "guild" and "skills" added to the apparent inexperience with the constant changes the devs make in the game was giving me a skewed impression.


 

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A few things:

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Our guild was going strong with 5 on at all times 24 7 and around 20 evenings with about 40 loging in ever day. Then came the start of the nerfs to ae and skills players had spent years to build up. Now we are luck to have 2 loged in 24 7 and around 5 prime time.

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How long has your Supergroup been going? If, after 5 years, the population is starting to drop off, there's really no wonder on that one. People can burn out on games, or find new ones, or start a family and don't have time for it, etc. There are a lot of reasons why your SG population is starting to drop off.

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Then came the start of the nerfs to ae and skills players had spent years to build up.

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First off, I notice that this completely ignores the vast majority of buffs that have happened to diferent powersets and powers. The whole Dominator AT just got buffed, for instance, outside of a few powers that got whacked. But what did people say on the forums? That these were massive nerfs. People complain about nerfs, but forget all about the buffs that have happened over the past few years, even with as many of them as there are.

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Why spend a lot of hours to make nice builds and save up for sets to have the skills so dimminished.

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I've never had a build hit by a nerf so bad that it made a character feel unplayable. And I was here for both the GDN and ED. Characters are still playable after nerfs, even big ones. And while I can understand that the 'fun' (being entirely subjective) of a set can be diminished, that doesn't mena that the set is now broken, because you might have had a lot of fun knowing that your set was overpowered, and now don't because it is in line with the other sets.

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It will help the players feel excited to play and not kill off desire to build strong charcters and save up for sets.

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A rising tide lifts all boats. Except in this case, when you lift the players, there's still somebody left out: the Mobs. If nothing but buffs happened, you'd get a case where the Mobs would become ridiculously easy. People would leave due to boredom.

If you buffed every set, then buffed the mobs appropriately, then you haven't buffed anything, really. You've just created a new baseline that is functionally the same as it was before.

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Really 5 years into a game we should have been done with the nerfs years ago.

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AS somebody said above, powers are always being looked at in an MMO. As the game changes, so do some of he powers. Sometimes, underperforming sets are brought up. Other times, overperforming sets are brought down. That's how balance eventually gets achieved. But if you think it's an easy problem that they could have solved years ago, I think that you're fooling yourself.



edit -> Thanks, Samuel!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

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A rising tide lifts all boats. Except in this case, when you lift the players, there's still somebody left out: the Mobs. If nothing but nerfs happened, you'd get a case where the Mobs would become ridiculously easy. People would leave due to boredom.

If you buffed every set, then buffed the mobs appropriately, then you haven't buffed anything, really. You've just created a new baseline that is functionally the same as it was before.

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I believe you meant to say "if nothing but buffs happened."

That aside, there's a hidden danger to "just buff everybody" that people always fail to account for - many systems in this game, I dare even say most, work on a percentage base. In other words, they work as part of a whole, and there is only so high you can raise them before they hit the PRACTICAL cap of how high a given stat can be. For instance, even if there were no defence caps, anything above 100% defence would be wasted simply because you can never be hit more rarely than NEVER.

Even outside of caps, protection does not scale well with resistance, to give a direct example. 90% damage resistance is not countered by a 90% damage increase, but rather by a 1000% damage increase. If you only take a tenth of the incoming damage, then incoming damage needs to go up TEN TIMES to compensate. Now imagine the game was "buffed" to be meaningful against someone with 90% damage resistance and you DON'T have 90% damage resistance, yourself. You have diddly squat, like a support AT tends to be. Then your game is 10 times as hard. Talk about a "buff."

There are practical limits to how high most things can go, and the closer you get to those limits, the bigger the gap becomes and the harder it is to make the game fair for everybody.

Even if damage resistance wasn't percentage-based and resisted a flat number, defence STILL has to be a percentage, and that makes it practically capped regardless of how you design your game. And linearly increasing damage, hit points, healing, resistance and so on parameters are harder still to balance, too.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.