![]() ![]() Right now we have a situation where there could be leftover points at a particular tier that you have no use for - these will simply rot. This would mean that you could save up points from a previous tier to use in the next one, but they would be effectively half as valuable at that tier, so you wouldn't do it unless you just didn't need/want anything at the tier you earned them. A better way to handle this would have been to increase the number of treasure points you get per-hour by your tier of play, along with the cost of items at higher tiers. Having to keep track of treasure points at various tiers is unintuitive, adds additional bookkeeping steps, and in my opinion is unnecessary. The former is understandable, the latter is not. These characters are already loosing items they already had, but this rule is just insult to injury - it takes what should be a "sorry we have to do this" action and makes it a punitive one. Having to spend treasure points for removed items immediately is unfair - there's no good reason for this that I can see, and it limits people who are having items removed to a small list of things that their character may not want or need, simply allowing them to function as normal treasure points would work fine here as they could play some games and unlock items they might want to buy with them. People will be left to die because nobody is willing to spend their own extremely limited funds to pick them back up.ĭebt is the antithesis of fun - the concept of treasure point debt is inherently sickening to me, that you have to work to pay off a debt before you can continue advancing a character (who will never recover from that debt compared to a character that did not die, or died less) should have told them something was wrong here by default. Doing so makes it more likely that they themselves will go into debt and permanently reduce the effectiveness of their character. Player generosity will go down - people will not have the funds to provide potions of healing and Resurrection services to other players. Many of us were OK with the death curse when it was contained to season 7 content, and only T1 & 2 - but this is a global and retroactive version of the death curse very similar to how it was in the initial Season 7 documents (you know, the ones people complained about until they got changed?) This is something like a soft death curse, and the way people play will change because of it - just as it did in Season 7. Various play styles will need to change - being a reckless character is now permanently detrimental to character growth, as the resources needed to bring you back to life are extremely limited. Posted this originally in response to someone who has been downvoted to hell, so re-posting it at the top level so it's actually visible:
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