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Posted: Thu Jun 30, 2011 8:27 pm
Toasty Ermine EDIT: They fixed ps today, so I think that now the ss thing is fixed. According to [ JK ] it has been, which is why I brought it up. The thing is, it had never been mentioned in the Forums (as far as I've seen), and it appears to have been going on for some time. It's just odd to me that a glitch like that can be so prevalent and so silent at the same time. And it worries me that it may mean a significant portion of the userbase doesn't trust the devs... neutral
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Posted: Thu Jun 30, 2011 10:07 pm
Y'know... I did an EB run just Wednesday afternoon. The leader even questioned whether the crew could speed the switches. I just brushed it off because our crew had been ... prone to dazing... up to that point. It never even occured to me that the anti-speed-run codes had failed. We went about things the slow way and reached EB without incident.
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Posted: Thu Jun 30, 2011 11:29 pm
I'm not sure, but I don't really think the whole bundle thing's going to make the sales flourish this time.
A reason would be that there's really not much of a difference in the bundle price and buying all four other fluffs, except that buying all four separately is actually cheaper by 3 GC. So, the difference would actually only be 3 GC. Well, I'm not sure about the cheaper, but more way though, but I guess we'll have to know in another day how the sales would go.
What do you think about it though?
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Posted: Fri Jul 01, 2011 1:48 am
Reglare Excile I'm not sure, but I don't really think the whole bundle thing's going to make the sales flourish this time. A reason would be that there's really not much of a difference in the bundle price and buying all four other fluffs, except that buying all four separately is actually cheaper by 3 GC. So, the difference would actually only be 3 GC. Well, I'm not sure about the cheaper, but more way though, but I guess we'll have to know in another day how the sales would go. What do you think about it though? I believe that's the basic premise of the bundles - they're not cheaper, but they offer exclusive merchandise for large purchases. Had it been a Crystal Fluff (as commonly predicted) rather than the Null Fluff (which, let's face it, I don't think anyone really gets), the bundles would've sold wildly. sweatdrop
We'll see how they do, though. I think it was a clever idea, they'll just have to be careful how they manage it (i.e. putting desirable buddies as the bundle-bonus).
On the subject, though: May and June have seen a combined 11 buddies released (6 chicks, 5 fluffs) - nearly twice as many as had been released altogether, up to that point. Do you think this marks a trend? And, more importantly, do you think it's a trend they could actually keep up with?
EDIT: Also, RIG or Bundle as the preferred sales tactic? Personally, I think the Bundle would work out better (partially thanks to the visceral reaction users seem to have toward anything chance-based), but the RIG approach offers some possibilities (like high-rarity re-releases, for instance) that would be otherwise difficult to manage...
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Posted: Fri Jul 01, 2011 3:00 am
Red Kutai Toasty Ermine EDIT: They fixed ps today, so I think that now the ss thing is fixed. According to [ JK ] it has been, which is why I brought it up. The thing is, it had never been mentioned in the Forums (as far as I've seen), and it appears to have been going on for some time. It's just odd to me that a glitch like that can be so prevalent and so silent at the same time. And it worries me that it may mean a significant portion of the userbase doesn't trust the devs... neutral
I only found out about the (now fixed) ability to skip mobbing in the sealab about a week or two back when I was leading a crew and two of the members insisted on speeding the switches. The thing was, from the way they explained it I got the impression that it had been purposely reverted, thus I didn't really think anything of it. As to whether or not they knew it was actually a glitch I'm not sure. sweatdrop
In a sense, the speeding of switches may have been mentioned in the forum, but under an acronym. There are so many smob/ smeb/ sEB/ blah threads going around it could have well been included under one of them without attracting too much attention. Speeding the switches had been around for so long I think most people who did it considered it to be a normal zOMG! SS/EB technique.
That's only my theory of course, there are most likely a huge variety of reasons as to why the un-fixed glitch was kept so 'secret'. ^^;
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Posted: Fri Jul 01, 2011 3:42 am
Beenz Red Kutai Toasty Ermine EDIT: They fixed ps today, so I think that now the ss thing is fixed. According to [ JK ] it has been, which is why I brought it up. The thing is, it had never been mentioned in the Forums (as far as I've seen), and it appears to have been going on for some time. It's just odd to me that a glitch like that can be so prevalent and so silent at the same time. And it worries me that it may mean a significant portion of the userbase doesn't trust the devs... neutral
I only found out about the (now fixed) ability to skip mobbing in the sealab about a week or two back when I was leading a crew and two of the members insisted on speeding the switches. The thing was, from the way they explained it I got the impression that it had been purposely reverted, thus I didn't really think anything of it. As to whether or not they knew it was actually a glitch I'm not sure. sweatdrop
In a sense, the speeding of switches may have been mentioned in the forum, but under an acronym. There are so many smob/ smeb/ sEB/ blah threads going around it could have well been included under one of them without attracting too much attention. Speeding the switches had been around for so long I think most people who did it considered it to be a normal zOMG! SS/EB technique.
That's only my theory of course, there are most likely a huge variety of reasons as to why the un-fixed glitch was kept so 'secret'. ^^;
I imagine that fair number of players did simply consider it 'normal' - I think there are quite a few players out there who simply follow the instructions they're given. sweatdrop
But someone had to realise that the game was intentionally changed to prevent that, and that that change suddenly disappeared - and nobody who did realise that seems to have spoken up (which you'd expect someone to, whether they thought it was intentional or not). I ran a quick search of the zOMG! Bugs Forum to see if it was mentioned and overlooked, but I didn't see anything.
I do understand that it was probably taken as 'normal' to a lot of players, though - and that, more importantly, it was a welcomed change to a lot of players who missed sEB. And you're almost certainly right that some thought it was an intentional change. I hope I didn't come across as unfairly accusatory, because that wasn't my intent; it just seems strange that it would be well-known enough to be a new smEB 'standard' (as it appeared to be when I was there, recently) without my having noticed a mention of it anywhere. Perhaps, though, I simply managed to overlook it... sweatdrop
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Posted: Fri Jul 01, 2011 4:10 am
Red Kutai Beenz I only found out about the (now fixed) ability to skip mobbing in the sealab about a week or two back when I was leading a crew and two of the members insisted on speeding the switches. The thing was, from the way they explained it I got the impression that it had been purposely reverted, thus I didn't really think anything of it. As to whether or not they knew it was actually a glitch I'm not sure. sweatdrop
In a sense, the speeding of switches may have been mentioned in the forum, but under an acronym. There are so many smob/ smeb/ sEB/ blah threads going around it could have well been included under one of them without attracting too much attention. Speeding the switches had been around for so long I think most people who did it considered it to be a normal zOMG! SS/EB technique.
That's only my theory of course, there are most likely a huge variety of reasons as to why the un-fixed glitch was kept so 'secret'. ^^;
I imagine that fair number of players did simply consider it 'normal' - I think there are quite a few players out there who simply follow the instructions they're given. sweatdrop
But someone had to realise that the game was intentionally changed to prevent that, and that that change suddenly disappeared - and nobody who did realise that seems to have spoken up (which you'd expect someone to, whether they thought it was intentional or not). I ran a quick search of the zOMG! Bugs Forum to see if it was mentioned and overlooked, but I didn't see anything.
I do understand that it was probably taken as 'normal' to a lot of players, though - and that, more importantly, it was a welcomed change to a lot of players who missed sEB. And you're almost certainly right that some thought it was an intentional change. I hope I didn't come across as unfairly accusatory, because that wasn't my intent; it just seems strange that it would be well-known enough to be a new smEB 'standard' (as it appeared to be when I was there, recently) without my having noticed a mention of it anywhere. Perhaps, though, I simply managed to overlook it... sweatdrop
True. When you put it like that it does seem rather odd that no-one within the z!F community thought to directly question the validity of the change. >:
No worries, I didn't find the content of your post to be at all unjustified. I think I'm more or less hoping that some of the more talented players of zOMG (those who, in my opinion, are more likely to have realised the unexpressed glitch) haven't lost most of their morals when it comes to the game. sweatdrop Although with that statement, I realise that I am more likely to be unfairly accusatory. xD
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Posted: Fri Jul 01, 2011 6:04 am
Red Kutai Reglare Excile I'm not sure, but I don't really think the whole bundle thing's going to make the sales flourish this time. A reason would be that there's really not much of a difference in the bundle price and buying all four other fluffs, except that buying all four separately is actually cheaper by 3 GC. So, the difference would actually only be 3 GC. Well, I'm not sure about the cheaper, but more way though, but I guess we'll have to know in another day how the sales would go. What do you think about it though? I believe that's the basic premise of the bundles - they're not cheaper, but they offer exclusive merchandise for large purchases. Had it been a Crystal Fluff (as commonly predicted) rather than the Null Fluff (which, let's face it, I don't think anyone really gets), the bundles would've sold wildly. sweatdrop
We'll see how they do, though. I think it was a clever idea, they'll just have to be careful how they manage it (i.e. putting desirable buddies as the bundle-bonus).
On the subject, though: May and June have seen a combined 11 buddies released (6 chicks, 5 fluffs) - nearly twice as many as had been released altogether, up to that point. Do you think this marks a trend? And, more importantly, do you think it's a trend they could actually keep up with?
EDIT: Also, RIG or Bundle as the preferred sales tactic? Personally, I think the Bundle would work out better (partially thanks to the visceral reaction users seem to have toward anything chance-based), but the RIG approach offers some possibilities (like high-rarity re-releases, for instance) that would be otherwise difficult to manage...
But of course, I did say that it's just what I thought. We are still to know how it's going to turn out. Yep, same thought about having the Crystal Fluff rather than the Null Fluff. Who exactly made the rumor though? <.< What concerns me about the trend is how they'll balance things out if they really would add abilities to the buddies. At least the chicks in price would be considerable since they're really little and there's nothing the same that came out, but it's a different case for the fluffs. There were already Air Fluffs that came out months ago, that caused 499 GC, this month's buddies are 199 GC. How would the difference in the abilities be considering the price tag? EDIT: I know the possibility that the 199 GC would be weaker, but it just doesn't feel right when Fluffs with more diversity, and area level would be weaker than a fluff with lower level, and made of cotton(Not that I hate the Air Fluff, I like the air fluff. <.<).
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Atrash the Squidmonger Vice Captain
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Posted: Fri Jul 01, 2011 10:16 am
Red Kutai Atrash the Squidmonger So I've been thinking a lot about G'hi, but not enough to actually make a new thread yet (plus, I'm bad at giving detailed explanations for what G'hi is, how we should change the system towards several good goals, etc. - that's Kutai's job razz ). What if we merged together stuff from G'hi, and Badges, and Ring Sets, and Quests, and Summons, and some other stuff too? To be less vague: - G'hi Boosts. You'd start with a handful of G'hi boosts, like the ones in game. Health, Luck, and Willpower, maybe. They'd be placed more prominently, with a tab in the top bar perhaps showing your advances in them. - You'd get G'hi Boosts from Quests, especially in the first section (to get you introduced to the mechanics behind them). You'd also get G'hi Abilities - special beneficial effects upon certain things happening. - Summons would have G'hi Boosts/Abilities that you'd only have if you had that pet with you. Ringsets would also have an Ability that would be used upon using a raged attack/buff/whatever from the set (sort of like the ideas in this). - Each boost/ability would have something which made it level up more. They'd all use the G'hi meter to determine their strength at any one moment. Some might use (and would have this as part of their description) other factors toward their power (so some might only be 100% strong if the G'hi meter is 100% and you have full rage - if you have 100% G'hi but only rr3, it's just 75%). - This is where my thoughts trail off. The above is a little bulky (maybe it should be Boosts and Passive Abilities in general, with just a group called G'hi ones which base themselves off of G'hi?), and there's still a lot more for how it should be taught and interface-displayed and how to make G'hi gain and loss more of a focus that I haven't figured into the idea yet. I think it only gets "bulky" at the the point that you bring Rage and the like into play - not because those are bad ideas, but because they're outside the core of what you're getting at. Applying Rage and such would be interesting effects for specific abilities, but it's not exceptionally relevant to the G'hi overhaul in-and-of-itself.
When I started suggesting G'hi abilities being granted via quest, I considered simply having our 5 basic G'hi abilities (the "Boosts" ) granted in the tutorial - each as a 'reward' for completing the various steps of it.
I like the idea of consolidating Buddy abilities and other effects (you mention Ring sets, briefly) under the effects of G'hi, but it does cause some issues - a lot of players are hoping that Buddies are going to help solo players, and basing them on G'hi doesn't appear to do that. In fact, basing Buddy effects on G'hi seems to imply that they work better in a Crew, which is actually where I'd argue Buddies should be least important. I will say that I love the idea for its elegance, though.
As for how the abilities should level up: I'd try to keep it simple, if you can. Maintain the Minor, normal, Major scale, and I'd personally like to keep them growing over time - however, the current growth method is obviously not compatible with having the abilities granted by quests, so that would need some re-working, and we'd have a number of possibilities for that. Also, having grantable abilities pushes the possibility of having to 'equip' or 'activate' abilities, since having a dozen or more active G'hi abilities - a number of them being 'triggered' effects, as well - could get unnecessarily complicated. Giving players an incentive to cut down on the number of active abilities (for instance, 'sharing' G'hi among all abilities; at 50% G'hi, with 5 abilities, it would only use each at 10%) would also give them an incentive to pick a role (for instance, taking Accuracy Boosts and critical hit triggers makes you an obvious attacker; taking Willpower and Health Boosts pushes you into a tank role), which we tend to agree would add to the game.
I think we probably do need a big G'hi re-work thread, to float around the system possibilities - not so much specific abilities or anything, but determining just what the system's trying to do and how best it can accomplish that. I think there's a lot of room for making the system simply do more but there are also a number of concerns we'd have to cover while we're at it...
I was thinking about having the ability to apply or not apply G'hi boosts/abilities, but that could get rather cumbersome for such a passive system (it really depends on the interface, I guess - if it's easy to access and change, maybe it wouldn't be as bad). If there's a lot of effects, we either make them default off and people might not notice them or ever apply them, or default on and then people's G'hi gets split up so much that they don't even notice it (although they get tiny tiny rewards from everything). I'm also not sure how idiot-friendly the concept of use-fewer-boosts-and-they'll-be-more-powerful is. People might want to just pile them on a lot without understanding the limits. Hmm, well pet-bonuses can easily be passive buffs. I still don't know where to stick ringset stuff (basically like G'hi, but with ring usage and other such factors factoring into the leveling and power-meter stuff). Hmm.
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Posted: Fri Jul 01, 2011 12:23 pm
Reglare Excile What concerns me about the trend is how they'll balance things out if they really would add abilities to the buddies. At least the chicks in price would be considerable since they're really little and there's nothing the same that came out, but it's a different case for the fluffs. There were already Air Fluffs that came out months ago, that caused 499 GC, this month's buddies are 199 GC. How would the difference in the abilities be considering the price tag? Balancing these things will be rather simple actually. You just have to take an approach of what's "desirable" rather than what's "better". You make from a pool of a few abilities buddies can have, and assign them so that people can acquire these from a few time displaced releases. And place the most desirable buffs, but not exactly the "strongest", on the more difficult to acquire buddies. And do this retroactively. For example, the (obvious) luck boost. If I had to pick the buddies to give the luck boost to, I'd not think twice: Kiki, The pink chick and the Null Fluff. Next, the Attack Power / the Stamina regen boost: OMG and Darko. The rest of buddies would get the assortment of less desirable boosts you can get from on-going buddies still being released after the adition of the boosts. So, on your issue, the air fluff versus the current ones, you just have to ask, out of all the bonuses you can get, what is the one you want the most and the ones you would give as subpar quality? I'd solve it by giving air fluff some sort of Cotton armor (2% passive deflection or +100 to max health) while giving the other fluffs some measly bonuses on an assortment of stats (+25 on willpower, weight, accurarcy and dodge). Well I too feel like this bundle bonus wasn't exactly the most desirable possibility. They should stick that crystal fluff somewhere safe and use it as a later bundle bonus, since people, for once, were sincerely hyped over a buddy. At the very least, [JK] got, and I hope he realizes it, a freaking "backwings" on his hand. Something people want, that is rumored to be released on day X but not actually, and that only gets more hype as it goes hinted at. I'm sure disappointment will affect the sales figure on this one.
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Posted: Fri Jul 01, 2011 1:45 pm
They're going to nerf Reflect : O
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Posted: Fri Jul 01, 2011 2:46 pm
gataka They're going to nerf Reflect : O Oh wow really!? biggrin That's awesome news! *dances* Re your discussion: I thought of some more possibilities while I was working today (which I thought I'd post in an effort to help support your trust in the community): 1. It's entirely possible that many of our z!F community had not noticed that the Seacycles were broken because they hadn't been playing very much lately. I might not be the only one who has been too busy in real life to find time to smeb. Kutai, I suddenly realised that if my crafts markets of the previous Saturday had not rained out, we would not have found out either. 2. Additionally, there is a possibility that many of the "trusted" players did quietly let the devs know about it in a pm, without wanting to stir up trouble in the forum and without drawing even more attention to the glitch while it was still occurring, to avoid that even more people would take advantage of it.
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Posted: Fri Jul 01, 2011 9:54 pm
Quintafeira12 Reglare Excile What concerns me about the trend is how they'll balance things out if they really would add abilities to the buddies. At least the chicks in price would be considerable since they're really little and there's nothing the same that came out, but it's a different case for the fluffs. There were already Air Fluffs that came out months ago, that caused 499 GC, this month's buddies are 199 GC. How would the difference in the abilities be considering the price tag? Balancing these things will be rather simple actually. You just have to take an approach of what's "desirable" rather than what's "better". You make from a pool of a few abilities buddies can have, and assign them so that people can acquire these from a few time displaced releases. And place the most desirable buffs, but not exactly the "strongest", on the more difficult to acquire buddies. And do this retroactively. For example, the (obvious) luck boost. If I had to pick the buddies to give the luck boost to, I'd not think twice: Kiki, The pink chick and the Null Fluff. Next, the Attack Power / the Stamina regen boost: OMG and Darko. The rest of buddies would get the assortment of less desirable boosts you can get from on-going buddies still being released after the adition of the boosts. So, on your issue, the air fluff versus the current ones, you just have to ask, out of all the bonuses you can get, what is the one you want the most and the ones you would give as subpar quality? I'd solve it by giving air fluff some sort of Cotton armor (2% passive deflection or +100 to max health) while giving the other fluffs some measly bonuses on an assortment of stats (+25 on willpower, weight, accurarcy and dodge). Well I too feel like this bundle bonus wasn't exactly the most desirable possibility. They should stick that crystal fluff somewhere safe and use it as a later bundle bonus, since people, for once, were sincerely hyped over a buddy. At the very least, [JK] got, and I hope he realizes it, a freaking "backwings" on his hand. Something people want, that is rumored to be released on day X but not actually, and that only gets more hype as it goes hinted at. I'm sure disappointment will affect the sales figure on this one. Does sound to be the most probable thing. I guess my paranoia's just kicking in. Did [ JK ] start the whole Crystal Fluff is released this month rumor though? O:
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Posted: Sun Jul 03, 2011 8:24 am
Mobs with strong debuffs...
Okay, so which debuffs would annoy and which ones would completely annihilate a crew?
I'm going with Super Slow-Down debuffs for the first one and Maximum Health Debuffs for the second.
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Posted: Sun Jul 03, 2011 9:25 am
Luck debuff! Luck debuff! Luck debuff! : D
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