Wow. Did PvP ever suck in there tonight. One hyper ftl. Sorry devs, but that was a total failure of an idea. Against a team that was balanced between MKT, hax, and snipers, I couldn't last more than two or three exchanges. Being able to last only 4 seconds in pvp sucks, especially when you have to crawl back into a construct.
ShiXinFeng wrote:Wow. Did PvP ever suck in there tonight. One hyper ftl. Sorry devs, but that was a total failure of an idea. Against a team that was balanced between MKT, hax, and snipers, I couldn't last more than two or three exchanges. Being able to last only 4 seconds in pvp sucks, especially when you have to crawl back into a construct.Sorry, I'm going to have to agree with this one. One at a time is suicide, especially if you're one person fighting a zerg. Any two at a time or One Sheilded/Armored would have made so much more sense. Now Coders are virtually impossible to fight alone, since even someone on the outside with the accuracy of a blind 90 year old will hit. While some may argue that "You shouldn't be able to fight more than one person at a time, because that's generally how it works in real life!", I find that to be a complete load of garbage. It's a game, an outlet, and this pretty much trashes the PvP experience for anyone but the zerg.
I was sad when I found datamining exp isn't increased in Datamine.
Yes that is very bizarre, the one aspect of the mine that might tempt lowbies in, (itself providing the option for teams to protect a vulnerable 'other' denied????
As for the changes to hypers, it is also bizarre CR2 already favoured numbers to a crippling degree, this just makes it worse still. The rules of reality are completely irrelevent, many on one combat is inherent in the franchise, it is inherent in pve, it is inherent in every form of entertainment (flims tv movies etc etc), it was inherent in the old combat system with multi IL. 90% of pvp finds the numbers on each side unblanaced, in the interests of pvp the combat system has to offer some reasonable chance to the smaller side at any time.
One easy option is to leave the one hyper activation and increase the inherent resistences and defences in the awakend ability, decrease the addtional bonuses provided by the hypers (keeping the peak figures as per today etc) so that all characters are more inherently robust against different types of damage. Then make use of Multi fighting to actually encourage IL combat even when the odds are against you, if only to give you time to survive so you can roll out and escape.
Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.