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New damage/rep mechanic?
I just recently returned to the game, and I was reminded about one of the most painful aspects of this game...the current damage/rep system.
As it is now, the less damage you do in most instances in combination with the longer you take to down a mob, the more rep you get for the kill. The side effect of this it seems is that new players get surprised later on when they hit a long grind to level weapons if they have dropped points to increase damage or improve weapon skills. I noticed there is a guide to maximize rep, but also noticed that it is complicated and has you actually avoid certain skills. To me this seems a bit narrow-minded. Now, I understand that there may have been reasons to set up the system like this, but I find that, IMO, this system is set up to cause less skilled players pain early on. I dont think this system is very friendly or fun, and is in desperate need of a revamp. I am proposing the following....rep should be based on total damage done to the mob. Not how many times you struck it, but just total damage, be it by a million small hits or a few large ones. This would be a much more beginner friendly system IMO. I would also suggest two things to make the experience of grinding more palatable...narrow the allowed spawn level (5 or less levels in difference instead of 10 or so) in a certain area and expand the levels at which one can fight greens and yellows...perhaps add 3 levels to the lower end and 2 to the upper end. My final suggestion to tie it all up would be to remove former special requirements to unlock future ones...instead allow players to choose the specials they want to use once the weapon reaches the required level, so players can opt out of specials they find less helpful than others. I will be adding this to my overall suggestion thread if it takes wing. Thanks for reading. |
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