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Rinualdo
01-09-2023, 08:53 AM
Wyrom's annual post about 2022 and 2023.
https://gswiki.play.net/Creating_Adventure_-_January_2023

drumpel
01-09-2023, 09:38 AM
No mention of them working on completing Ascension.....big surprise.

Rinualdo
01-09-2023, 10:10 AM
The follow-up post from Estild


Estild — Yesterday at 7:33 PM
Regarding Wyrom's Creating Adventure - January 2023 (https://gswiki.play.net/Creating_Adventure_-_January_2023) announcement, below are the details we're currently planning for the removal of Divergence. The current implementation can be reviewed at https://docs.google.com/document/d/1kN-1Of1A8HvgERjNQdBrXpQGk-SH72q4gqja9dkp33I/edit#heading=h.ynx2a2khr7o2.


Cooldowns for short duration spells (140, 211, 215, 219, 919, 1619) will go live.
Numerous effects (including the above short duration spells) were already made exempt from Manastorm, Spellburst, and Spell Sever.
Spirit Slayer (240): clerics are in a good position, but empaths probably need a few updates, so we plan to wait before implementing this cooldown.
Breeze's (612) haste effect will go live.
Updated minimum roundtime for melee weapons will go live.
All the other bard and wizard updates are suspended when Divergence is disabled.
PSM AoE setups (reduced from 4s to 3s) will go live.

Gelston
01-09-2023, 10:44 AM
"One of the major areas we plan to walk back is Divergence. " lol

Tgo01
01-09-2023, 03:20 PM
They still going through with putting a cool down on spells? So lame.

gilchristr
01-10-2023, 01:06 AM
Lol @ having long days & sleepless nights over implementing mostly BS. Actually its sweet, sweet schadenfreude to know that they lost sleep over long grueling days of moving mostly backwards and sometimes sideways, also being largely unable to communicate what they were doing at more than a surface/shallow level


" It was a pretty exhausting stretch that led into long days, some sleepless nights, and times when I wasn't sure what week it was anymore. I led the teams through an organizational restructuring to try to focus on the core pillars for GemStone IV. That came with its own hardships, but I feel confident it will help highlight our strengths versus putting a spotlight on our weaknesses. "

SonoftheNorth
01-10-2023, 01:12 AM
They still going through with putting a cool down on spells? So lame.


I'm sure you'll be able to buy the DS back somehow

Tgo01
01-10-2023, 01:14 AM
I'm sure you'll be able to buy the DS back somehow

"Up next in our auction: a holy tiara encrusted with blue sapphires. While wearing this the spell Wall of Force (140) will no longer have a cooldown! Let's start the bidding at 1 million bloodscrip!"

Archigeek
01-10-2023, 02:01 AM
I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?

Old man voice, "I remember when a wall of force cast lasted for an hour and stacked, and you liked it!"

Tgo01
01-10-2023, 02:08 AM
I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?

That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown, so basically they will have a 25% uptime as opposed to 100% uptime, because that's the lazy way to balance people having "too much mana" instead of giving players more options to use all of their mana.

rolfard
01-10-2023, 08:07 AM
I'm sure you'll be able to buy the DS back somehow

20x armor and shield!

drumpel
01-10-2023, 11:06 AM
That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown, so basically they will have a 25% uptime as opposed to 100% uptime, because that's the lazy way to balance people having "too much mana" instead of giving players more options to use all of their mana.

Don't forget if you want the 2 second cast reduction for 515 there is a 60 second duration for the spell, just EVOKE it, but has a 180 second cooldown so there's a 33% uptime.
Or you can just use the lame version and only get a 1 second cool down for a basic cast of the spell.

I'm sure they'll have something to bypass the cooldown restriction.

Thankfully I don't even bother with Rapid Fire anymore, not since they changed it years ago. I also don't use 919 and I don't cast Minor Steam. 950 I use sporadically and I have enough EL:E for 3 casts so I don't think the 5 minute cooldown will impact me there.

Izzy
01-10-2023, 11:32 AM
Don't forget if you want the 2 second cast reduction for 515 there is a 60 second duration for the spell, just EVOKE it, but has a 180 second cooldown so there's a 33% uptime.
Or you can just use the lame version and only get a 1 second cool down for a basic cast of the spell.

I'm sure they'll have something to bypass the cooldown restriction.

Thankfully I don't even bother with Rapid Fire anymore, not since they changed it years ago. I also don't use 919 and I don't cast Minor Steam. 950 I use sporadically and I have enough EL:E for 3 casts so I don't think the 5 minute cooldown will impact me there.

Except for 919, all of the wizard changes are being rolled back

Ramrod
01-10-2023, 01:09 PM
That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown, so basically they will have a 25% uptime as opposed to 100% uptime, because that's the lazy way to balance people having "too much mana" instead of giving players more options to use all of their mana.

100% this. It's a mana problem versus a spell problem.

I guess I never understand their goals with game balance. It's not more balanced or challenging for players to die when it all comes down to who hits first. Unless I'm the minority here, I don't change strategy because I died to an open roll of 175. Hunts taking longer because you can't use 240 anymore just adds more tedium in a game where it takes 10 months (minimum) to finish a single ascension skill.

They could always just make the game more fun, interesting and faster rather than getting hung up on whether or not players die enough or if hunts take long enough.

HebrewToYou
01-10-2023, 02:29 PM
That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown, so basically they will have a 25% uptime as opposed to 100% uptime, because that's the lazy way to balance people having "too much mana" instead of giving players more options to use all of their mana.
Exactly. If staff truly believes that mana isn't a real resource, maybe they should work on addressing that. Adding cooldowns to 140, 1619, etc. just masks the larger issue (which I don't think is an actual issue, but to each their own). That they aren't rolling these divergence changes back is clear indication that they still aren't paying attention.

Methais
01-10-2023, 02:55 PM
Glad to see the wizard/bard Divergence nerfs are going away. It might have been less shitty if those nerfs came with the disabler update and whatever else were supposed to be the "fixes" all at the same time, but it didn't, they did another "nerf now, fix later," and now Divergence is about to eat a dick sandwich with herpes. :lol:

The loot cap group change is pretty great too. Shit fucking sucks when one person can wreck the loot for a whole group just by being in the group.



I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?

Old man voice, "I remember when a wall of force cast lasted for an hour and stacked, and you liked it!"

I guess Simu still seems to be under the impression that these are "panic button" spells, even though 99% of the time not really, because you'll just either die and/or be set up to die from some SMR shit instead, but I can still see the logic they're using, despite it still being wrong. But a cooldown for AS boosters too... :wtf:



100% this. It's a mana problem versus a spell problem.

I guess I never understand their goals with game balance. It's not more balanced or challenging for players to die when it all comes down to who hits first. Unless I'm the minority here, I don't change strategy because I died to an open roll of 175. Hunts taking longer because you can't use 240 anymore just adds more tedium in a game where it takes 10 months (minimum) to finish a single ascension skill.

They could always just make the game more fun, interesting and faster rather than getting hung up on whether or not players die enough or if hunts take long enough.

The "easier" fix to it being a mana problem would be to give it a soft cooldown, similar to 515 without EMC. You can still cast it during the cooldown, but you're going to spend more mana. Probably not the ideal solution, but still better than just a hard cooldown if Simu's going to insist on ramming it through and blame it on people having too much mana. I almost never use 919 for shit anymore so it won't really affect me, but I also have a lot of extra DS from bullshit like 1x Dodge, 1x CM, etc. that isn't feasible for any wizards who aren't at least 30-40m exp in to train.

Know what else would be cool? Getting rid of open rolls on SMR attacks.

They should give 919/219/140 an EVOKE version that costs double the mana, but provides SMR protection instead of a DS/TD boost, and no cooldown.

This is assuming that Simu isn't operating under the assumption that everyone has infinite mana battery alts, which chances are they are assuming that.

Ramrod
01-10-2023, 03:23 PM
The "easier" fix to it being a mana problem would be to give it a soft cooldown, similar to 515 without EMC. You can still cast it during the cooldown, but you're going to spend more mana. Probably not the ideal solution, but still better than just a hard cooldown if Simu's going to insist on ramming it through and blame it on people having too much mana.


They could just make them work like with mstrike and stamina: Cooldown, but can still cast for 2x mana during the cooldown. Problem solved.



Know what else would be cool? Getting rid of open rolls on SMR attacks.


That's part of their dying = challenging mindset. Unless you're a square with redux, 3x dodge, 3x PF and padding in which case you won't die anymore so it's fine. I think this is the only game I've ever played where you get to endgame and you're actually weaker versus the environment. Oh, you learned all these skills and collected all this gear? You're more likely to die now.

There's so much cool shit they could do if they weren't so hung up on their idea of balance:

Allow multi-classing at cap. Use the guilds so that character could join 1 other guild and learn that spell circle or cman up to rank 10, 15, 20, whatever.
Adjust ascension so you could train other skills up to a full 1x (Pures can now 2x weapons, squares can 2x spell aim, etc)
Speed up progression so players could actually get do these things (Change absorb to LOG/2 instead of LOG/5)
Add more puzzles and RP/social activity


It would be cool if there was an actual "end" so you could finish one character and start another from scratch.


The funny thing is, back in GS3 when you could wear whatever spell anywhere, I had more accounts just to run around in every spell possible.

Methais
01-10-2023, 03:42 PM
They could just make them work like with mstrike and stamina: Cooldown, but can still cast for 2x mana during the cooldown. Problem solved.



That's part of their dying = challenging mindset. Unless you're a square with redux, 3x dodge, 3x PF and padding in which case you won't die anymore so it's fine. I think this is the only game I've ever played where you get to endgame and you're actually weaker versus the environment. Oh, you learned all these skills and collected all this gear? You're more likely to die now.

There's so much cool shit they could do if they weren't so hung up on their idea of balance:

Allow multi-classing at cap. Use the guilds so that character could join 1 other guild and learn that spell circle or cman up to rank 10, 15, 20, whatever.
Adjust ascension so you could train other skills up to a full 1x (Pures can now 2x weapons, squares can 2x spell aim, etc)
Speed up progression so players could actually get do these things (Change absorb to LOG/2 instead of LOG/5)
Add more puzzles and RP/social activity


It would be cool if there was an actual "end" so you could finish one character and start another from scratch.


The funny thing is, back in GS3 when you could wear whatever spell anywhere, I had more accounts just to run around in every spell possible.

Simu: We have painstakingly designed this area with pure balance in mind for every profession.

Players: Could you elaborate on that a little bit?

Simu: If something open rolls SMR you're getting one shotted.

Players:
https://media.tenor.com/Ir6cHwwBoJIAAAAM/uhh-ok.gif

Simu:
https://media.tenor.com/NsU7BaDt0qoAAAAd/not-funny-laughing.gif

Tgo01
01-10-2023, 03:52 PM
What really irks me about this whole cooldown nonsense is their reasoning for it.

"Players have grown more and more powerful over the years."

...yes...that's like...almost the entire point of any open ended game that has no real end: players grow more powerful over time. And rather than focus on creating new areas that would make things challenging for these new players and would offer greater rewards for the increased challenge, their "solution" is to just slap a bunch of cooldowns on spells.

Tweak spells or add abilities that use mana or mana regen.

You can sacrifice 20 of your mana regen but you gain a boost of +25TD while this buff is active. BOOM! Part of the problem solved.

A buff that costs 200 mana and lasts for 2 minutes but you get double experience and loot while the buff is active and you can even gain experience beyond what your mind can hold. KAPOW! Take THAT, everyone with too much mana!

Literally 2 ideas I just pulled out of my ass just now that they could probably code and test in an afternoon that would give players more options to use their mana on which could potentially "solve" the "problem" of people having too much mana.

HebrewToYou
01-10-2023, 03:57 PM
It would be cool if there was an actual "end" so you could finish one character and start another from scratch.

New Game+ option. Allow characters to check in to the inn and "reroll" with all gear/character-customizations/artisan-skills/etc. retained. Maybe it wipes out all your normal experience and keeps only ascension experience, or converts some percentage of experience to ascension. This could be a very interesting way to breathe life into players who are feeling constrained post-cap.

Ramrod
01-10-2023, 03:58 PM
Simu: We have painstakingly designed this area with pure balance in mind for every profession.

Players: Could you elaborate on that a little bit?

Simu: If something open rolls SMR you're getting one shotted.

Players:
https://media.tenor.com/Ir6cHwwBoJIAAAAM/uhh-ok.gif

Simu:
https://media.tenor.com/NsU7BaDt0qoAAAAd/not-funny-laughing.gif

ROFL. That is spot on.

Ramrod
01-10-2023, 04:09 PM
What really irks me about this whole cooldown nonsense is their reasoning for it.

"Players have grown more and more powerful over the years."

...yes...that's like...almost the entire point of any open ended game that has no real end: players grow more powerful over time. And rather than focus on creating new areas that would make things challenging for these new players and would offer greater rewards for the increased challenge, their "solution" is to just slap a bunch of cooldowns on spells.

Tweak spells or add abilities that use mana or mana regen.

You can sacrifice 20 of your mana regen but you gain a boost of +25TD while this buff is active. BOOM! Part of the problem solved.

A buff that costs 200 mana and lasts for 2 minutes but you get double experience and loot while the buff is active and you can even gain experience beyond what your mind can hold. KAPOW! Take THAT, everyone with too much mana!

Literally 2 ideas I just pulled out of my ass just now that they could probably code and test in an afternoon that would give players more options to use their mana on which could potentially "solve" the "problem" of people having too much mana.

They could just use the infuse and meditate verbs to do it too.

But yeah, they have characters in this game that are 25 years old. After 50,000 hours of playtime on a single character, maybe they should be at the point where death is a rare exception?

They could also open new towns/areas where PVP is not only encouraged, but rewarded. That wouldn't require game-wide nerfs to introduce a real challenge to players.

Ramrod
01-10-2023, 04:22 PM
New Game+ option. Allow characters to check in to the inn and "reroll" with all gear/character-customizations/artisan-skills/etc. retained. Maybe it wipes out all your normal experience and keeps only ascension experience, or converts some percentage of experience to ascension. This could be a very interesting way to breathe life into players who are feeling constrained post-cap.

Or give everyone an annual fix profession. That would be fun.

Methais
01-10-2023, 04:29 PM
What really irks me about this whole cooldown nonsense is their reasoning for it.

"Players have grown more and more powerful over the years."

...yes...that's like...almost the entire point of any open ended game that has no real end: players grow more powerful over time. And rather than focus on creating new areas that would make things challenging for these new players and would offer greater rewards for the increased challenge, their "solution" is to just slap a bunch of cooldowns on spells.



SIMU: Players have grown more and more powerful over the years.

Players: What else are they supposed to do in a game based on gaining experience and leveling up?

SIMU:
https://media.tenor.com/u1V_-f-jXmcAAAAC/malreynolds-firefly.gif

HebrewToYou
01-10-2023, 04:42 PM
Or give everyone an annual fix profession. That would be fun.
The only reason I don't love this is that you're still stuck hunting the same end-game content. Being able to start at level 0 again, only with a big leg up in the form of ascension experience, could be fun for a lot of folks that have no desire to roleplay another character. There's a TON of low[er] level hunting that was introduced to the game that they may have never experienced.

Ramrod
01-10-2023, 04:45 PM
The only reason I don't love this is that you're still stuck hunting the same end-game content. Being able to start at level 0 again, only with a big leg up in the form of ascension experience, could be fun for a lot of folks that have no desire to roleplay another character. There's a TON of low[er] level hunting that was introduced to the game that they may have never experienced.

Oh, you know what would be cool? When you reroll all your normal exp times 2 (or higher) gets rolled into ascension exp and you're at level 0.

That would actually be cool as shit - The fastest way to earn ascension exp is to start again at level 0.

I would do that right this fucking second if that were an option.

Methais
01-10-2023, 04:47 PM
They could just use the infuse and meditate verbs to do it too.

But yeah, they have characters in this game that are 25 years old. After 50,000 hours of playtime on a single character, maybe they should be at the point where death is a rare exception?

They could also open new towns/areas where PVP is not only encouraged, but rewarded. That wouldn't require game-wide nerfs to introduce a real challenge to players.

I wouldn't mind seeing Simu try to figure out a way to translate the infinitely scaling difficulty from that endless Duskruin thing they implemented last year to "normal" hunting, sort of like Mythic+ for GS. But it would require actual incentives, and Simu is really really bad at implementing incentives/carrots that are even remotely worthwhile, so it would be dead on arrival even if they could make it happen.

Ramrod
01-10-2023, 04:53 PM
I wouldn't mind seeing Simu try to figure out a way to translate the infinitely scaling difficulty from that endless Duskruin thing they implemented last year to "normal" hunting, sort of like Mythic+ for GS. But it would require actual incentives, and Simu is really really bad at implementing incentives/carrots that are even remotely worthwhile, so it would be dead on arrival even if they could make it happen.

Make it so your mind could hold up to 5x the normal amount as long as you're still alive.

Tgo01
01-10-2023, 04:56 PM
Player: Ah, after 15 long years of developing my character; mastering a society, reaching level cap, getting many ascension skills, powering up my gear, collecting many enhancive pieces of gear and keeping the fully charged, it's finally time to enjoy the fruits of my labor. I can now keep 140 up indefinitely during a hunt.
GMs: Yeah...about that...

entropy
01-10-2023, 07:16 PM
Really like a few of the ideas mentioned here and wanted to expand on a few.

919/140/etc as an oh-shit button:
To work as such, it needs to be accessible immediately before or during an oh-shit moment. Not possible currently because if something nasty happens all of a sudden, you're either stuck in your own cast/hard RT or already disabled. Easy fix to just have a training path to unlock them for casting when you otherwise could not. More rigorous training can allow more casting options, like while stunned, during hard rt, during your own cast rt, and automatically when stunned or disabled. Double the mana cost when used this way. Lores are kind of the obvious choice for training, but if too many post-cap characters are already maxed, then it can just be tied to ascension points spent in those lores at a few points per tier of effect. Or just release some ascension skills to directly unlock those abilities KEKW

Mana reservation:
I think reserving a percentage works better here than flat so its easier to meaningfully impact high exp characters. Group buffs, reactions on hit, stat modifications, monster-debilitating auras all fit thematically with reserving mana for use on a passive effect. You can even let them stack and its still pretty easy to design for, just pair stronger effects with higher mana reservation rates to control which combinations a given class can run. This idea's probably also best done up as new ascension skills.

Winter
01-10-2023, 08:14 PM
Player: Ah, after 15 long years of developing my character; mastering a society, reaching level cap, getting many ascension skills, powering up my gear, collecting many enhancive pieces of gear and keeping the fully charged, it's finally time to enjoy the fruits of my labor. I can now keep 140 up indefinitely during a hunt.
GMs: Yeah...about that...

This is why I take issue the changes, although they don't really effect me but getting to the point where you can keep a spell up indefinitely takes, effort, sacrifice and thousands and thousands of hours of training. I'm fine with changing the rules whenever you like to keep gameplay interesting, just don't waste people's time.

Methais
01-10-2023, 08:53 PM
This is why I take issue the changes, although they don't really effect me but getting to the point where you can keep a spell up indefinitely takes, effort, sacrifice and thousands and thousands of hours of training. I'm fine with changing the rules whenever you like to keep gameplay interesting, just don't waste people's time.

Simu thinks the reward at cap for all that time and effort spent leveling and attaining all that power is getting to plink things to death and spending thousands of dollars to feel "powerful" again like you did at level 53 or some shit.


https://i.imgur.com/VAV8wh6.png

Tgo01
01-10-2023, 09:42 PM
Players: Why are you slapping a cooldown on certain spells?
GMs: Because it's unfair that some characters can keep the spells up forever and other characters can't. We are leveling the playing field.
Players: What about all of the powerful stuff you sell for alternative currency that can only be obtained by giving you money via the purchase of SimuCoins? How is that leveling the playing field?
GMs: ...shut up.

HebrewToYou
01-11-2023, 10:49 AM
Player: Ah, after 15 long years of developing my character; mastering a society, reaching level cap, getting many ascension skills, powering up my gear, collecting many enhancive pieces of gear and keeping the fully charged, it's finally time to enjoy the fruits of my labor. I can now keep 140 up indefinitely during a hunt.
GMs: Yeah...about that...
What's super frustrating about this is that I had designed my paladin's build around not using offensive magic and using all 400+ mana I'd acquired to keep 140 and 1619 running. There's a clear and obvious tradeoff at play there, but apparently that's not the dev staff's idea of fun. Can't have that, now can we?

Tgo01
01-11-2023, 02:40 PM
What's super frustrating about this is that I had designed my paladin's build around not using offensive magic and using all 400+ mana I'd acquired to keep 140 and 1619 running. There's a clear and obvious tradeoff at play there, but apparently that's not the dev staff's idea of fun. Can't have that, now can we?

The GMs are always telling us we are having fun wrong. Might be easier for them to just tell us how we are supposed to have fun.

wetsand
01-12-2023, 04:25 AM
Well shit, I just finished grinding out 20 ranks of MnS to get 140. What a lovely gift for all that wasted time.

Tgo01
01-12-2023, 04:37 AM
Well shit, I just finished grinding out 20 ranks of MnS to get 140. What a lovely gift for all that wasted time.

Remember it's your "oh shit!" spell now. Well except you can't cast it while stunned, in cast RT, in hard RT, while sheer feared, silenced, bound, garroted, webbed, while you have a rank 2 head wound, while you have a rank 2 nerves wound, have a rank 1 hand and rank 1 arm wound, during its 4 minute long cooldown, or any number of other status effects I can't remember at the moment. But other than that!

wetsand
01-12-2023, 05:19 AM
When you put it like that it was totally worth the 1,520 TPs. Oh and +10 ds from 120

HebrewToYou
01-13-2023, 12:53 PM
Remember it's your "oh shit!" spell now. Well except you can't cast it while stunned, in cast RT, in hard RT, while sheer feared, silenced, bound, garroted, webbed, while you have a rank 2 head wound, while you have a rank 2 nerves wound, have a rank 1 hand and rank 1 arm wound, during its 4 minute long cooldown, or any number of other status effects I can't remember at the moment. But other than that!
This is truly the biggest slap in the face for this change. They gave it no cast RT, but who the fuck cares about that? When you truly, desperately need that DS (or TD for 1619) you're not actually able to invoke it. Such stupid fucking game design.

Viekn
01-13-2023, 01:17 PM
I guess I assumed it's just the group spells that have cool down? What kind of cooldown would you put on a spell that only lasts 60 seconds to begin with?


That's what it is for 211 and 215, but for 140 and 919 the spells will last 60 seconds and they have a 240 second cooldown

Maybe this was already answered: So why do 140 and 919 have the same wording in that Divergence document as 211 and 215..."Cooldown applies to the target not the caster". That wording is confusing, and makes it seem like the cool downs were meant to apply to only the group/3rd party application and not the self cast application for all 4 of those spells. Was it clarified somewhere that for 140 and 919 the cool downs were for both self cast and group/3rd party cast, but not so for 211 and 215?

Tgo01
01-13-2023, 01:21 PM
Maybe this was already answered: So why do 140 and 919 have the same wording in that Divergence document as 211 and 215..."Cooldown applies to the target not the caster".

I think it means the same person could cast 140 at 10 different people back to back and the cooldown would be applied to those 10 people. If the cooldown applied to the caster then they could only cast it at one person every 4 minutes.

But I suppose they could have updated it at some point to mean the cooldown only applies to other person casts and not self-cast, but I highly doubt it.

HebrewToYou
01-13-2023, 01:51 PM
I think it means the same person could cast 140 at 10 different people back to back and the cooldown would be applied to those 10 people. If the cooldown applied to the caster then they could only cast it at one person every 4 minutes.

But I suppose they could have updated it at some point to mean the cooldown only applies to other person casts and not self-cast, but I highly doubt it.

This is correct. The cooldown is applied to the target of the spell, so a single caster could drop 140 on multiple folks in a row and the cooldown would apply to an attempt at refreshing the cast on one of those targets.

Ramrod
01-13-2023, 03:19 PM
This is truly the biggest slap in the face for this change. They gave it no cast RT, but who the fuck cares about that? When you truly, desperately need that DS (or TD for 1619) you're not actually able to invoke it. Such stupid fucking game design.

Let's not forget that DS is only a game design problem when you're not paying 75K BS to enchant something up to +50. If you're willing to fork over the BS, they have no problems with you creating new +50 armor and a +50 shield. TD isn't a problem if you're willing to pay the BS to add a TD bonus to your gear.

I don't have much of a problem with them monetizing the game given that's just how the market is these days, but I do resent them nerfing everything under the sun that isn't P2W. And it really is that - If you're willing to spends thousands of dollars, you can not only bypass every nerf they implement, you can also make way more exp than everyone else. Buy an RoL brooch, buy silvers and snatch up RPA orbs, etc.

They need to quit fucking around and pretending that they're not making everything P2W and just put everything up for sale in the Simustore and call it a day. This half in/half out approach is the worst possible approach IMO.

If they gave a shit what players want, they'd go back to IG surveys instead of basing decisions on their Discord echo chamber.

HebrewToYou
01-13-2023, 03:54 PM
Let's not forget that DS is only a game design problem when you're not paying 75K BS to enchant something up to +50. If you're willing to fork over the BS, they have no problems with you creating new +50 armor and a +50 shield. TD isn't a problem if you're willing to pay the BS to add a TD bonus to your gear.

You mean +75, right?

Ramrod
01-13-2023, 04:13 PM
You mean +75, right?

I don't think so?

https://gswiki.play.net/Enchant_(925)#Potion_Tables

Can you not take your armor/shield to +50 each with those pots? Technically, it would be +100 to DS, but they supposedly account for 4x when designing so with that you'd only be +80 instead of +100 for WoF.

Tgo01
01-13-2023, 04:16 PM
I don't think so?

https://gswiki.play.net/Enchant_(925)#Potion_Tables

Can you not take your armor/shield to +50 each with those pots? Technically, it would be +100 to DS, but they supposedly account for 4x when designing so with that you'd only be +80 instead of +100 for WoF.

They released 15x enchants that can only be done via SimuCoin (so we have to pay real money for them) services and not player services.

Ramrod
01-13-2023, 06:50 PM
They released 15x enchants that can only be done via SimuCoin (so we have to pay real money for them) services and not player services.

Ya know, at least they're being honest about P2W with that. I respect that.

Personally, since P2W isn't going anywhere, I'd rather they just put it all out there and be done with it rather than slow rolling it.

Alt currencies have enough gray area where you can technically buy them with silvers that it's not as blatant.

For that matter, release a sub that's $150/month and has 2x Lumnis and call it a day. Or a sub that is $100/month and includes 10,000 Simucoins.

Methais
01-16-2023, 11:52 AM
Morgynn changes her tune, adding a new element to her song...
Morgynn skillfully weaves another verse into her harmony, directing the sound of her voice at a patchwork flesh monstrosity.
CS: +520 - TD: +382 + CvA: +25 + d100: +97 == +260
Warding failed!
A patchwork flesh monstrosity reels under the force of the sonic vibrations!
Sound waves disrupt for 132 damage!
... 110 points of damage!
The flesh monstrosity's midsection swells painfully then bursts, sending the flesh monstrosity everywhere.
You hear a sound like a child weeping as a white glow separates itself from the flesh monstrosity's body and rises into the heavens.

Stitches pop horrendously all over the surface of a patchwork flesh monstrosity's body as it collapses to the floor, vitrified organs leaking free with its surrender to death.
[SMR result: 169 (Open d100: 184, Penalty: 18)]
Caustic fluid spews forth from a patchwork flesh monstrosity's fresh wound in a vile gout, dousing Morgynn with caustic acid!
... 30 points of damage!
Large swig of acid enters mouth. Swelling cuts off essential breathing!

* Morgynn drops dead at your feet!


https://i.imgur.com/zHYdRId.png

Ramrod
01-16-2023, 12:23 PM
Morgynn changes her tune, adding a new element to her song...
Morgynn skillfully weaves another verse into her harmony, directing the sound of her voice at a patchwork flesh monstrosity.
CS: +520 - TD: +382 + CvA: +25 + d100: +97 == +260
Warding failed!
A patchwork flesh monstrosity reels under the force of the sonic vibrations!
Sound waves disrupt for 132 damage!
... 110 points of damage!
The flesh monstrosity's midsection swells painfully then bursts, sending the flesh monstrosity everywhere.
You hear a sound like a child weeping as a white glow separates itself from the flesh monstrosity's body and rises into the heavens.

Stitches pop horrendously all over the surface of a patchwork flesh monstrosity's body as it collapses to the floor, vitrified organs leaking free with its surrender to death.
[SMR result: 169 (Open d100: 184, Penalty: 18)]
Caustic fluid spews forth from a patchwork flesh monstrosity's fresh wound in a vile gout, dousing Morgynn with caustic acid!
... 30 points of damage!
Large swig of acid enters mouth. Swelling cuts off essential breathing!

* Morgynn drops dead at your feet!


https://i.imgur.com/zHYdRId.png

That's Simu's idea of a challenging game. ARE YOU HAVING FUN YET???

drumpel
01-16-2023, 02:36 PM
Morgynn changes her tune, adding a new element to her song...
Morgynn skillfully weaves another verse into her harmony, directing the sound of her voice at a patchwork flesh monstrosity.
CS: +520 - TD: +382 + CvA: +25 + d100: +97 == +260
Warding failed!
A patchwork flesh monstrosity reels under the force of the sonic vibrations!
Sound waves disrupt for 132 damage!
... 110 points of damage!
The flesh monstrosity's midsection swells painfully then bursts, sending the flesh monstrosity everywhere.
You hear a sound like a child weeping as a white glow separates itself from the flesh monstrosity's body and rises into the heavens.

Stitches pop horrendously all over the surface of a patchwork flesh monstrosity's body as it collapses to the floor, vitrified organs leaking free with its surrender to death.
[SMR result: 169 (Open d100: 184, Penalty: 18)]
Caustic fluid spews forth from a patchwork flesh monstrosity's fresh wound in a vile gout, dousing Morgynn with caustic acid!
... 30 points of damage!
Large swig of acid enters mouth. Swelling cuts off essential breathing!

* Morgynn drops dead at your feet!


https://i.imgur.com/zHYdRId.png

Simu's response (probably): Be sure you're building up your acid resistance through the Ascension system!

drumpel
01-25-2023, 11:50 AM
I haven't seen any kind of official post (at least I know nothing was posted on the forums on the website, not sure about discord forums), but it appears that the RT reduction for melee weapons has gone into effect sometime this morning.

I had been out hunting with my warrior earlier this morning and things were as they had always been, normal swing with his quarterstaff was 4 seconds. I did some hunting and so on for a few hours. Took a break for an hour or so and when I went back out he was swinging in 3 seconds. The TRIP verb was also 1 second faster, it was 3 seconds, but now it's 2 seconds. Same with using AMBUSH or WAYLAY, they're a second faster.

I'm okay with this change.

Methais
01-25-2023, 12:11 PM
I haven't seen any kind of official post (at least I know nothing was posted on the forums on the website, not sure about discord forums), but it appears that the RT reduction for melee weapons has gone into effect sometime this morning.

I had been out hunting with my warrior earlier this morning and things were as they had always been, normal swing with his quarterstaff was 4 seconds. I did some hunting and so on for a few hours. Took a break for an hour or so and when I went back out he was swinging in 3 seconds. The TRIP verb was also 1 second faster, it was 3 seconds, but now it's 2 seconds. Same with using AMBUSH or WAYLAY, they're a second faster.

I'm okay with this change.

https://i.imgur.com/r28Jol2.png

https://discord.com/channels/226045346399256576/796619793934319643/1067817964839129138

drumpel
01-25-2023, 01:09 PM
https://i.imgur.com/r28Jol2.png

https://discord.com/channels/226045346399256576/796619793934319643/1067817964839129138

Thanks.

I know I miss out on stuff now since 99% of everything is handled on discord and the forums they setup there, but I still won't set foot into discord....I fucking hate it with a passion. Guess I'll just learn about things as I stumble across them in game or if someone mentions it on lnet.

WRoss
01-25-2023, 07:19 PM
Simu's response (probably): Be sure you're building up your acid resistance through the Ascension system!

Or buy an aventail and spend 500k BS to get acid resistance for your neck!

Methais
01-26-2023, 09:36 AM
Simu's response (probably): Be sure you're building up your acid resistance through the Ascension system!

Ascension resistance is probably pretty underrated the more I think about it. I haven't trained in any, but I can imagine the meltdowns dev would have if/when someone eventually maxes out (or at least +35) every Ascension resistance and becomes a tank and scrambles for an excuse to nerf.