by akamber » Sat Jan 19, 2013 8:13 pm
Jorb, I don't think people are pissed about the system fundamentally, I think they are sort of in shock at how you have changed your design philosophy. Normally, all numbers are present and accounted for, and the player is rewarded for doing the math, and not a lot needs to be 'figured out' This isn't mortal online, where every goddamn thing needs to be figured out and when it does it's a secret for all time (except for bugs of course... :/) You have purity listed, alchemical numbers, chances, etc. while sometimes confusing, all information is present and explained. This is not the case for the current new system of inspirationals in equipment. Players will end up brute forcing a scientific method, and those with the most resources and time will continue to have a huge advantage over other people. Players 'in the know' already get access to the best bugs, and now with the system, it's one more advantage. In MO, only old guilds have potions, the rest don't know how, and it's super expensive. So in any serious fight, they always win, which is why 1/2 the server is controlled by one guild.
I LIKE the system a lot, but I don't get it. Do I need to have alts with proficiencies that don't get too high? Does it have to fall within a range?
If you want to change your design philosophy that is fine, but some warning and explanation as to why would do a lot to soften the blow methinks. Again, not the system itself, but your shift in design philosophy that has made people.. unruly.