03-21-2020, 06:14 PM
>Increase RPP timer to stop crackheads/low effort.
Won't really change anything. Nobody ever hits the AP cap so once someone hits their check they'll just keep doing it to build up AP. We don't want to restrict people's ability to RP but I think we need to be more strict when it comes to actual RP guidelines so people can't just shitpost in IC to get their checks. I also feel that, on the other side, there are a lot of people who RP to hit checks and then stop RPing until they get it. Increasing the timer feels like it wouldn't help that situation at all, and just make certain gaps grow wider and more exponential.
>Rework MCap, again
The secret is that MCap is actually still completely viable to go into to make a strong build, the downside is simply that it doesn't add onto your /flee like agi does. I don't think this is a problem with MCap being less useful but nobody wants to get hit with a 4k pursue when they can only drop 2k flees. As per reworking the numbers on it, while it would LOOK nice, it's really not necessary, in my opinion.
This would also probably fuck around with balance as you'd need to DRASTICALLY increase the number of DR you get per point if you started at a lower number.. Or you leave it alone and make people who invest heavily into MCap become absolute monsters in terms of DR, while those in agi have none. I'm not saying this could potentially cause a cascade of needing to rebalance almost everything in game, but I definitely think it's perfectly fine and functional as is, if not a little aesthetically awkward. This change would cause a lot more problems than you know.
>Mining timer
I don't have much of a thought on this except that ores and things built from ores tend to be oversaturated in the markets already. Making every single person have the ability to get them, constantly, would just cause this oversaturation to become EVEN WORSE. Think about it. Presume there's ~200 players who connect online at different times during the day, and maybe 25 of them go for that ore. Beforehand, a lot of them would come back empty handed.. But now, every one of them is coming back with some of that ore, every single time. The market would flood overnight.
Won't really change anything. Nobody ever hits the AP cap so once someone hits their check they'll just keep doing it to build up AP. We don't want to restrict people's ability to RP but I think we need to be more strict when it comes to actual RP guidelines so people can't just shitpost in IC to get their checks. I also feel that, on the other side, there are a lot of people who RP to hit checks and then stop RPing until they get it. Increasing the timer feels like it wouldn't help that situation at all, and just make certain gaps grow wider and more exponential.
>Rework MCap, again
The secret is that MCap is actually still completely viable to go into to make a strong build, the downside is simply that it doesn't add onto your /flee like agi does. I don't think this is a problem with MCap being less useful but nobody wants to get hit with a 4k pursue when they can only drop 2k flees. As per reworking the numbers on it, while it would LOOK nice, it's really not necessary, in my opinion.
This would also probably fuck around with balance as you'd need to DRASTICALLY increase the number of DR you get per point if you started at a lower number.. Or you leave it alone and make people who invest heavily into MCap become absolute monsters in terms of DR, while those in agi have none. I'm not saying this could potentially cause a cascade of needing to rebalance almost everything in game, but I definitely think it's perfectly fine and functional as is, if not a little aesthetically awkward. This change would cause a lot more problems than you know.
>Mining timer
I don't have much of a thought on this except that ores and things built from ores tend to be oversaturated in the markets already. Making every single person have the ability to get them, constantly, would just cause this oversaturation to become EVEN WORSE. Think about it. Presume there's ~200 players who connect online at different times during the day, and maybe 25 of them go for that ore. Beforehand, a lot of them would come back empty handed.. But now, every one of them is coming back with some of that ore, every single time. The market would flood overnight.