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Everything posted by Yomo Kimyata
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Hasten: Make it Inherent, or get rid of it?
Yomo Kimyata replied to Abysmalyxia's topic in Suggestions & Feedback
god, I hope not. I can't stand the rebalancing for the lowest common denominator. -
Hasten: Make it Inherent, or get rid of it?
Yomo Kimyata replied to Abysmalyxia's topic in Suggestions & Feedback
It is far more likely that they make Hasten inherent, just like the Live devs made Health and Stamina inherent. EDIT: I pray this doesn't happen. -
I'm quite sure they do level up with difficulty. I tried the +4/x8 challenge from the get go, but realized that without Rest it was virtually impossible, so now when I try it I wait to up the difficulty until lvl 2.
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Right! Which is why I'd like to see new UP. New goals, new challenges, new (non-exclusionary) rewards that have no effect on gameplay.
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Right, but since badges are optional (certainly the ones that don't provide tangible benefits), why not let others people "run the marathon" and get a participation trophy? If you don't want to run a new marathon, by all means don't! I'd certainly prefer to run a new marathon than to run a half-marathon blindfolded and hopping on one leg. I guess I'm not seeing how a new optional badge in any way adversely affects anyone's playstyle.
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Ok, but then shouldn't at least some of those badges be difficult/onerous/tedious to get? Otherwise isn't it a trivial achievement and then you are waiting around for something new to do?
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Actually, I was asking someone else to do the homework for me! It seemed like a profitable swap on the surface (I don't deal in the superior market -- not enough volume) but since I don't get out of bed for less than 50mm, I was hoping one of you could let me know how profitable it actually was.
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Someone do the math and let me know if I will make >50mm profit on this trade. I'm gonna get more coffee.
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Pro New Badges: They would be a simple way to add new shinies to the game that do not affect gameplay in any way. They would be optional not mandatory*. They could be a way to reward players for doing something unusual, or bragworthy, or even tedious. Anti New Badges: Collecting additional badges would put an onerous burden on people who feel they "gotta catch them all." * I think that a lot of hardcore badgers might feel that, if it is available, then it is mandatory. I'm trying to wrap my mind around that. I'm pretty firmly on the Pro side. I'd love to get new shinies and rewards of any sort that don't make the game easier, but particularly in association with some sort of influence sink. I also love the idea of badges that are either impossible or nearly impossible to get, because if I'm able to "earn" one, I like the idea of patting myself on the back each time I look at it. Let's see if we can come up with some sort of compromise here that the devs would be able to implement. Please discuss your views pro and anti! Happy hunting!
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Make alternative IO sets to Luck of the Gambler
Yomo Kimyata replied to nyttyn's topic in Suggestions & Feedback
Make Hasten an unlockable power. Unlock it by deleting 100 attuned LotG 7.5%. You're welcome. -
No, I get that there are badges you don't want to pursue. Why pursue those badges at all? Is there an uberbadge for having every "official" badge? I'm trying to understand the badger mentality and I don't understand why if there are badges that are too tedious to accomplish, you still do them. Is it for the title, or for bragging rights in the forums with screenshots? I'm definitely not criticizing; I'm just trying to see your point of view. thanks!
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I’m curious. Since it would be a possible badge, I.e., one you could in fact get, how are you reconciling it being not counted? i understand the “gotta catch them all” thing, As I have my own OCD. But what I don’t understand is why a badge, one you choose not to pursue, doesn’t count versus ones you choose to pursue do?
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Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
It's good to see that the RNG is working as mathematics and Lord Nemesis intended. Quoting @DSorrow for enhanced mathy-ness. -
Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
Oh jeez, don't get this epic thread locked for THIS! -
Make alternative IO sets to Luck of the Gambler
Yomo Kimyata replied to nyttyn's topic in Suggestions & Feedback
It's totally a choice. Are you telling me that dropping 10% global recharge cripples your build to the point where it is unplayable? Because I would give that up in a heartbeat if I wanted to use Jump Kick even once in a session. This chessboard of a universe is open to all kinds of games. Make your choice and choose what kind of game you want to play. If that's a min-max game, have at it! If it's about having a more fun experience while still steamrolling your opponents at 0.1% less efficiency, that's good too! -
Why is seeded salvage increasing in price?
Yomo Kimyata replied to Alpha Man's topic in General Discussion
Why not do both? It usually takes me about 30 seconds to clear out a full stash of salvage, and for me, those peanuts add up over time. -
I have many characters on all servers for thematic purposes. Although I only use Reunion for solo work when I'm testing out a theory.
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Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
Fair question. In my opinion, absolutely. I'll buy 1-20k converters a day. Call it 1bn inf on average that I'm paying to merit farmers. I use those converters to make staples for the market. Call it 200-500 high demand IOs per day that sell. Now, if converters were bound, and every person who had them used them to create high demand IOs, then maybe there would be no change. But, I suspect, marketeers would have to cut their crafting back a huge amount, which would hurt their profits. The merit farmers who counted on getting 1bn a day from me would miss their income. The inf farmers would continue to make inf, but discover supply will probably dry up and prices will rise significantly. It would hurt everyone!! Which is exactly why I think it's a great idea. It'll never happen in our lifetimes on this server, but I can dream of excitement and challenge and change! -
Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
Who made the cut? -
Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
Yes!!! People would have all these converters they don't know how to use and they'd lie fallow. Ebil marketeers would starve because they could only convert a hundredth as many as they used to. Prices would increase towards the soft cap based on merits. It would be chaos! AND SO MUCH FUN!!! -
Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
No no no no, hear me out. I love this idea of making converters bound. This would add some real strategy to the game. Ebil marketeers would have their ill-gotten gains slashed, since they could no longer get cheap converters. Stick it to the marketeers: check! Merit farmers would no longer be able to dump converters for quick cash. Stick it to the merit farmers: check! Inf farmers would see their earning potential in relationship to the first two groups rise, but will be shocked that no one is making cheap IOs anymore. Stick it to the inf farmers: check! Or they could simply remove converters as an option at the merit vendor. You can only get them as drops! Prices would go through the roof! I'm giddy at this idea! Now THIS would make the game harder! -
Discussion: Disabling XP No Longer Increases Influence
Yomo Kimyata replied to Jimmy's topic in General Discussion
Make converters non-transferrable? How EVIL! I LOVE IT!