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Legendaries and the average green drop.
Random rant:

I know this is going to cause a lot of rage but i find the nord invasion system slightly defective at best as it honestly does require grind to get anything good. I've spent, what i believe to be, a good amount of time playing the mod and i've earned stuff, no doubt but not only is the challenge gone with hero classes and overpowered equipment, bots must be rediculous to balance for those weapons  and items and that ruins melee which would be hard anyhow.

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I believe that the mod development reached a ceiling that's going to be hard to break trough in terms of new additions as opposed to fixes.
You can keep adding overpowered stuff but as soon as people start getting them, you'll be rebalancing the game again.
(And yes, once people start getting the high craftables the differance will be noticeable.

The gap between weapons is too high.
In my opinion a legendary should perform maxx 20% better than a market item (Including damage, range speed variations - this doesn't mean that you get flat 20% extra damage because that's huge! 5% more damage, 5% more speed and some more lenght for instance than the next best affordable item...) That way players get a significant boost but the balance remains and a skilled player with marketplace gear can perform as well as a guy with a legendary.
NERF all weapons, NERF all bots, Remove targeting reticule and remove shield repair/heals to promote more teamwork (Add shield repair engineer item, medic box stash (only resupplies medic boxes) and an "action key" healing "crate" for medics with several uses)
and i could go on...

Basically totally rebalance the game and when legendaries and high craftables would no longer be so insanely powerful you can touch the balance of drops. I find games where you only play for a cool factor and not insaine equipment much more to my liking, wouldn't you agree?
And considering how hard it is for a new player into the game (get good equipment - normal craftable) ...

if all those legendary and craftable weapons are so damn weak, how would you go about it then?
Balance around making different weapons good for different tasks - weapon variations

Also, mod Vikingr has the ability to use front or back end of an axe - hammer making it a slashing/blunt weapon and the model turns around aswell. I was told it was impossible or  very hard at least (on this forum) and yet they use it for one weapon alone in the whole mod...
This opens up a realm of possibilities like actual halberds, axe-hammers, ability to use blunt or sharp edge of the sword - katana like and spiked/blunt mauls or twohanded axes with blunt/ slashing, half half.

With less of a damage spread the game would be MUCH easier to balance and the progression would still be evident. (Hero classes and character leveling up which would be nerfed a bit too though) This would be the course of action i'd decide for if i were a developer and i wanted to make this game bouth accessible and rewarding.
Atm it's probably neither of those but this community is awesome and the developers are awesome. That's what is keeping this mod alive in my opinion.

Rage, ban, ignore all you want but this is my honest opinion and i took the time to type this because i believe that the current direction of the development should be steered away from the huge differances in power between weapons and particular classes/leveling up.
Significant progression is all good when you have the proper platform to work on but what the developers have to work with is far from perfect and very limited.

edit: and yes, this is relevant because the current metagame is about very significant progression meaning that balancing is insanely difficult. Dont ask developers something they can't do. The moment they make drops a lot higher people with a lot of time will start farming and earn fortunes, item values will drop and weekenders are even worse off.
Change the difficulty and new players hit a brick wall they can't climb or break and leave.
All fun when you want the mod to die and keep it just between yourselves
ON_iBlue - Master Peltast:
1 x Prince
1 x War Marshall
ON_InvisibleBlue - Sniper
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Messages In This Thread
Re: Legendaries and the average green drop. - by madjsoh - 15-08-2013, 11:04 AM
Re: Legendaries and the average green drop. - by madjsoh - 15-08-2013, 12:08 PM
Re: Legendaries and the average green drop. - by madjsoh - 15-08-2013, 02:03 PM
Re: Legendaries and the average green drop. - by evildan - 17-08-2013, 02:10 AM
Re: Legendaries and the average green drop. - by evildan - 17-08-2013, 06:07 AM
Re: Legendaries and the average green drop. - by evildan - 19-08-2013, 12:35 AM
Re: Legendaries and the average green drop. - by evildan - 20-08-2013, 02:42 AM
Re: Legendaries and the average green drop. - by madjsoh - 20-08-2013, 01:01 PM
Re: Legendaries and the average green drop. - by !slay. - 24-08-2013, 06:59 AM
Re: Legendaries and the average green drop. - by madjsoh - 27-08-2013, 10:34 AM
Re: Legendaries and the average green drop. - by madjsoh - 27-08-2013, 11:33 PM
Re: Legendaries and the average green drop. - by Nici - 28-08-2013, 09:55 AM
Re: Legendaries and the average green drop. - by evildan - 31-08-2013, 03:58 PM
Re: Legendaries and the average green drop. - by evildan - 31-08-2013, 04:15 PM
Re: Legendaries and the average green drop. - by evildan - 31-08-2013, 04:17 PM
Re: Legendaries and the average green drop. - by evildan - 01-09-2013, 12:44 AM
Re: Legendaries and the average green drop. - by madjsoh - 01-09-2013, 12:56 AM
Re: Legendaries and the average green drop. - by evildan - 14-09-2013, 02:21 AM
Re: Legendaries and the average green drop. - by evildan - 14-09-2013, 02:47 AM
Re: Legendaries and the average green drop. - by Sunguard_Leader_Suns - 14-09-2013, 04:08 AM
Re: Legendaries and the average green drop. - by Sunguard_Leader_Suns - 14-09-2013, 04:29 AM
Re: Legendaries and the average green drop. - by evildan - 14-09-2013, 08:59 PM
Re: Legendaries and the average green drop. - by evildan - 20-08-2013, 10:32 AM



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