01-10-2013 09:24 PM
I would make it a bit harder to unlock it. Maybe something like those stats for each piece. Or maybe thats what yu meant. But each piece could have special stats so as yu unlock more i would make it harder to get the remainder of pieces if make it to easy eveyone will just be running around in no time in the armor. Just my thoughts
Erik
01-10-2013 09:42 PM
EDawg24 wrote:I would make it a bit harder to unlock it. Maybe something like those stats for each piece. Or maybe thats what yu meant. But each piece could have special stats so as yu unlock more i would make it harder to get the remainder of pieces if make it to easy eveyone will just be running around in no time in the armor. Just my thoughts
Erik
Well, the first goal would be to get to the max rank, then complete each of these. I never put it in the OP but like I said to someone else, this wouldn't be for a full set and/or weapons, this would be per piece.
01-10-2013 10:29 PM
So piece by piece. I guess these requirements are just guidelines? Because we wont knoe if these objectives will be easily accomplishable around end game or not due to the fact ya know since we dont have the game. I also don't want them to be too difficult/ too time consuming. Something like the right balance. Not unreachable but still tough enough to be proud of your hard work.
01-10-2013 11:03 PM
01-11-2013
01:25 AM
- last edited on
01-11-2013
04:56 AM
by
bbguru
you punks are talking about this **bleep** as if it's already implemented, it's a wet dream kiddies. As I keep saying, you're not the coders, you're not the Developers. they are not going to do something just because you suggest it, these people are pure professionals if they wanted to Implement something like that it would be done in less then 3 hours. you guys are in a fantasy. Period.
edit: profanity
01-11-2013 03:04 AM
Lol this is great
01-11-2013 04:57 AM
Lets keep it civil please and try and avoid a flame war guys. Thanks :-)
01-11-2013 06:00 AM
01-11-2013 07:32 AM
Overall I like the idea of having a meta-goal to work toward in multiplayer. But I think it's problematic in how you've set it out here.
First and foremost, I think it would be detrimental to the community to encourage segregating the playerbase into 'casual' and 'competitive', beyond what matchmaking and ability would already do. I don't know if matchmaking has been implemented in the beta (doesn't always feel like it), but ideally you have people of equal stats/skill going up against each other -- that's the best way to ensure, win or lose, everyone has a satisfying experience.
Given the extreme lengths a player would need to go to in order to get this gear, good matchmaking would dictate that their opponents would primarily be other people who also are mostly likely to get the same gear -- after a while it would result in the same issue of everyone looking identical.
If the matchmaking isn't that great, and god-tier players are routinely lumped in with casual players, you're creating a frustrating, limiting experience for those casuals that will not encourage them to engage, learn and improve. The community could easily stagnate.
Expert players will already have an advantage, being experts; I don't see the point of armor with "stats that put it well ahead of the competition" because these players don't need a "leg up" -- except, of course, to justify the effort involved in getting the Legendary set. This strikes me a bit as a solution in search of a problem that creates more balance issues than it solves player-reward concerns.
Right now, even with the limited options in beta, I think the devs have struck a nice-if-imperfect balance between skill, playstyle and gear.
My preference for a meta goal would be to unlock additional Gods and weapon types. That way you're expanding the game laterally but still rewarding dedication. It's sort of like Prestiging without Prestiging.
01-11-2013 11:24 AM
pipking01 wrote:Overall I like the idea of having a meta-goal to work toward in multiplayer. But I think it's problematic in how you've set it out here.
First and foremost, I think it would be detrimental to the community to encourage segregating the playerbase into 'casual' and 'competitive', beyond what matchmaking and ability would already do. I don't know if matchmaking has been implemented in the beta (doesn't always feel like it), but ideally you have people of equal stats/skill going up against each other -- that's the best way to ensure, win or lose, everyone has a satisfying experience.
Given the extreme lengths a player would need to go to in order to get this gear, good matchmaking would dictate that their opponents would primarily be other people who also are mostly likely to get the same gear -- after a while it would result in the same issue of everyone looking identical.
If the matchmaking isn't that great, and god-tier players are routinely lumped in with casual players, you're creating a frustrating, limiting experience for those casuals that will not encourage them to engage, learn and improve. The community could easily stagnate.
Expert players will already have an advantage, being experts; I don't see the point of armor with "stats that put it well ahead of the competition" because these players don't need a "leg up" -- except, of course, to justify the effort involved in getting the Legendary set. This strikes me a bit as a solution in search of a problem that creates more balance issues than it solves player-reward concerns.
Right now, even with the limited options in beta, I think the devs have struck a nice-if-imperfect balance between skill, playstyle and gear.
My preference for a meta goal would be to unlock additional Gods and weapon types. That way you're expanding the game laterally but still rewarding dedication. It's sort of like Prestiging without Prestiging.
Well, like I said before it's not like this would be something to make or break a game. Having the armor would be no different than someone wearing a full level 1 set vs someone wearing a level 3 set or MAYBE a bit more than that. Not only that, but if they did implement proper matchmaking where it was based on skill, level and what have you then it wouldn't really matter if this was implemented. The casuals would be fighting casuals and hardcore players be fighting hardcore players. Most of which would arrive at the destination earlier, but it's not like a casual would never be able to obtain the armor.
You make some good claims, but it's no different than what currently goes on in the game. For example you talk about "identical players" this already happens a lot and is bound to happen with the current armor setup. This isn't a game where you get to customize your armor, it's based off of what armor is best for what class and how you play and eventually people are going to find a "go to" setup that'll benefit them the most.
Also, matchmaking wouldn't set up people based on "gear" it's more likely to be level than anything else.
You mentioned god-tier players being matched up against new players or casuals. But like I said earlier, how's this any different than it currently is now? Anyone wearing just pants and that pathetic gladiator sword is going to get shredded by a full level 3 ares armor player...and that's not even considered "high level" gear. SSM already put the plan into place. They set up this MP to reward you with strength as you play and get better. The legendary armor idea is one that helps relieve boredom and give you something to show off with. Like I said earlier, even something that just LOOKS cool would be fine. Say you have end game armor, and then unlock legendary gear and it'd look way, way cooler than anything else in the game but have the same stats as armor in the same tier. But I really don't see what the problem is with giving the armor a tiny boost. I mean, you are working your butt off for the armor and it'd be lame to just say "ok here you go it looks a bit cooler than the rest."
If I ever said "put it well above the competition" then that's my bad.