Community Manager
Code of Conduct | TSO on Twitter & Facebook | Contact Support | Homepage | Test Server | News & Announcements | Help Forums
I like the changes, and I like the level cap. I would love to see instant travel to the adventures now. There really is no reason once this goes live to force a travel time for gens to adv. It would be nice for those of us with an hour to play, to actually spend that hour playing instead of waiting on gens to travel back and forth.
Star Coins
I would say this is true for almost all Lvl50's.
This is good to hear, although I am looking forward to hearing some more details on this. Some "possible sources" are listed in the Dev Diary, but it's a bit vague.Originally Posted by BB_Endesmor
Hopefully, whatever is designed for this will provide them in quantities and in a method similar to the current one (i.e., not something suddenly much harder to do, or something that returns far too small of amounts to be of any use for the effort involved).
Some have suggested simply giving players a choice when an adventure is done (do you want XPs or Star Coins); I like that in theory, although I understand that the new adventures and such will give large amounts of XPs, so it couldn't necessarily be the same conversion rate to Star Coins for higher level adventures. It would, however, allow the player to decide if the work they are doing is geared towards longer-term rewards (XPs) or shorter-term (star coins for Epic items). Perhaps expanding the Epic items available to be purchased with star coins (new nukes for higher-level adv's?) would add to that dynamic, as well.
Okay, I like most of what I see here in the design intentions. I have one issue (worth addressing at this point); and it has to do with the issue of Star Coins.
- Having very high EXP adventures/quests can cause problems with flooding Star Coins in the market.
- Star Coins CANNOT be traded among players. As such, greatly diminishes the threat of 'Flooding the Market'.
- Players currently can Gift Epic items (including Star Coin items) to other players, regardless of the recipient player's level (Even though they might not be able to use said items).
- Some players will be slow to move from playing current adventures to the new Ali-Baba adventures.
Some ideas that would address the concerns of keeping the current system of Star Coins the same (100:1; EXP:SC) are as follows:
- Create items and buffs that are only for use in Ali-Baba/new scenarios. Price these accordingly (current ROA is 120 SC; make the Ali-Baba equivalent of ROA 1200 or even more per buff); do the same with the catapults and Assassin.
- Allow the new (and much more expensive) buffs to be used on regular adventures. Prevent the usage of the current buffs from working on the new content.
- Continue to prevent trading of Star Coins. Keep it so the only player who 'earns' them can use them.
- Continue to permit Gifting of Epic (Star Coin) Items, but restrict who can receive them, based upon their level. e.g. Cannot gift 'Rain of Arrows' to a player who is Level 49, etc.
The above suggestions would be relatively simple to implement, keep the existing system going without causing major problems and would not effect the distribution/use of Star Coins. Players who run only the old adventures would still be able to use their Star Coins for items they can use, and those who run the new content would receive much more in Star Coins, but would have to spend a commensurate amount of Star Coins to use on the new adventures/scenarios. It would be foolish to run Ali-Baba's, collect tons of coins, and spend them on old adventure items, but if players wanted to, they could. Basically, once players are committed to running the new content, they will have little need for the old ones in any case; though there will be exceptions. The above suggestions should allow all types of players to continue without favor to any one type.
Please offer comments and suggestions.![]()
Last edited by Raubhautz; 08-28-15 at 08:19 am. Reason: Fat fingers.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
Every player starts with the same amount of Experience Points
Just to clarify...do you mean to say "the same amount each player currently has," or are you saying that the playing field will be completely leveled, with ALL players starting with the same amount of xp? Don't mean to be nit-picky, but only trying to be sure I'm reading this correctly.
Interesting post, Raubhautz!
Thank you for sharing it.
As we have said in the Dev's Diary, we are still working on the implementation of Star Coins and their balance in the game.
Also, thank you everyone for your feedback, I will make sure to forward it.
BB_Endesmor
Community Manager
Code of Conduct | TSO on Twitter & Facebook | Contact Support | Homepage | Test Server | News & Announcements | Help Forums
I believe that statement was for all the level 50's out there, which would all start with 3,746,000 EXP that we currently are sitting on. Players with less EXP would maintain the EXP that they have earned to date. They probably worded the sentence that way to clarify that players who have been lvl50 for 2 weeks and those who have been lvl50 for 2 years will start at the same EXP, and there will be no 'retroactive' EXP for adventures/quests done since lvl50.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
hello, thanks for quick reply, but still some concerns about skill tree...
for geologists below skill should be kept limited to old ores and searches
Nature’s Gift (from 50 level), Natural Born Digger (from 50 level)
for explorers below skills should be kept limited to old adventures and treasure searches
Fearless Hiker, Mountain Boots, Sturdy Shovel, Trouble-seeker, Pathfinder
to be fair please take them into consideration, thanks.
since the new lvl 71 manor is tradable is it going to be a just a noble? as expensive as it is and the lvl needed to unlock it in the build menu imo it needs to be a bit more epic as just 100 pop @ lvl6. even though I am not in need of BL, I wouldn't waste one on it. this building def!!! needs tweeking