Re: State stabilization.
Posted: Fri Feb 03, 2017 8:45 pm
I guess finding the spot is the trick then (hah, that's what she said), your idea is to balance from Invader. My memories of live servers back then are fuzzy but from what I recall it was a relatively balanced state before the craziness of defensive Warlord procs on MDPS where they could solo 3-4 people. But it still feels like TTK was much lower (people died faster) than it is right now and in ORvR morale bombing was rampant with bugged morale gain so who knows what the actual combat would be like.
My point is that it's impossible to figure out what the sweetspot is and since this isn't a matter that can be simply experimented on (as you can't just completely forsake balancing and introduce new retail-like sets until you figure out what you like) I'll continue supporting the original idea of a self-balancing mechanic even at the cost of top tier combat not being fresh. I now believe the career changes and small improvements to the game's underlying and periphery systems (+ dungeons) along with an influx of new people should be able to sustain the server.
Oh and I don't get your sheet-rock analogy, I imagine it's one of those thin rock tiles fancy people put on the wall? I'm poor I'm only familiar with wallpaper.
My point is that it's impossible to figure out what the sweetspot is and since this isn't a matter that can be simply experimented on (as you can't just completely forsake balancing and introduce new retail-like sets until you figure out what you like) I'll continue supporting the original idea of a self-balancing mechanic even at the cost of top tier combat not being fresh. I now believe the career changes and small improvements to the game's underlying and periphery systems (+ dungeons) along with an influx of new people should be able to sustain the server.
Oh and I don't get your sheet-rock analogy, I imagine it's one of those thin rock tiles fancy people put on the wall? I'm poor I'm only familiar with wallpaper.