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Kayi Laa

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PostPosted: Sat Nov 05, 2011 2:48 am


The army and after-image ideas have way too much potential for lag, I'm afraid. It already gets bad when too many summons and players are all together in an area, I couldn't imagine the pain that we'd all go through if a handful of trouble-makers made personal armies of themselves.

@Gataka's "army" variant: Bad, bad idea, way too much abuse potential if you could change other people's avs. We already have people who kick and scream and throw a fit for having hearts on them from Sweetheart Ring's effect. If someone's fancy shmancy 100 bazillion gold avatar was replaced by a naked newbie look, even temporarily, we'd be hearing about it for months after. (... Although, I admit, I'd be the first one to start doing that. I have always hated avatars that clash and look ugly, but get praise just because of how rich/expensive the items in it are.)


Copy Cat is a great idea! Temporarily 'borrow' someone else's look. It would work rather nicely for theme runs, and I can see people going nuts for copying JK during dev meets.
PostPosted: Sun Nov 06, 2011 10:18 pm


DrQuint

Oh, a comment to the thread that has nothing to do with the actual ideas. Actually, I think I'll convey it better by involving them.

The essence of the comment, to Scobre, would be: "Aren't you tired of goddamned powerups already? I am! So the next idea better be ******** brilliant and unique."

Which then goes on to the powerups ideas you brought Kayi. They actually... suck. Nah, they don't really suck, they might rank with the ones the meet brought yesterday, on potentially balancebreaking. it's just "not enough" right now. We already seem to have Health, Stamina and Rage boosts on conceptual stage. Why do we need to break the game MORE?

The powerups themselves aside though, the gold/cash power up idea is a different matter worth discussing. I'm not quite certain that it would work the way you say they do. Several users would probably find that the 1/3 effect is strong enough. I would, for example. I'm used to not using Powerups and succeding easily. And I HAVE powerups, and could get several more if I wanted/needed, so the price or gaia cash isn't the point the fact I don't need them is. Having the gold option would likely make me take a lot longer to consider the cash route when facing necessity. And it'd be a far larger threshold of difficulty devs would need to surpass to get me as a consumer.


Yeah I'm going to change the name of this thread since it is so off topic now. This is why I have to check through the forums and edit posts. Please don't spam the next thread I make. I'm actually not tired of powerups. Revives have helped me a lot and amps are just fun to use with smeb. Superchargers and double orbs I don't use too much, even though superchargers help with JK spawns. Plus I really don't mind using my gc to help zOMG! out. I love buying the summons and don't mind buying powerups so that hopefully new areas will be made for zOMG! in the future. JK, swarf, halzy, s2b2, and all the past devs have worked hard on this game and deserve to have their work paid for. Plus compared to other mmo games, zOMG! really doesn't have nearly as much cash shop items to buy.

Scobre
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DrQuint

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PostPosted: Mon Nov 07, 2011 2:09 am


Kayi Laa
The army and after-image ideas have way too much potential for lag, I'm afraid. It already gets bad when too many summons and players are all together in an area, I couldn't imagine the pain that we'd all go through if a handful of trouble-makers made personal armies of themselves.

@Gataka's "army" variant: Bad, bad idea, way too much abuse potential if you could change other people's avs. We already have people who kick and scream and throw a fit for having hearts on them from Sweetheart Ring's effect. If someone's fancy shmancy 100 bazillion gold avatar was replaced by a naked newbie look, even temporarily, we'd be hearing about it for months after. (... Although, I admit, I'd be the first one to start doing that. I have always hated avatars that clash and look ugly, but get praise just because of how rich/expensive the items in it are.)


Copy Cat is a great idea! Temporarily 'borrow' someone else's look. It would work rather nicely for theme runs, and I can see people going nuts for copying JK during dev meets.


Indeed, well noted, on both cases. I don't think that programing trick I often see mentioned, and personally don't know how they work, would be applied right with small numbers anyways.
Good that we can agree.
PostPosted: Mon Nov 07, 2011 11:38 am


Scobre
Yeah I'm going to change the name of this thread since it is so off topic now.
I tried to start the thread on-topic. sweatdrop

Kayi Laa

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s2b2
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PostPosted: Mon Nov 07, 2011 6:31 pm


Great discussion here crew.

The idea for new power ups came from Gaia devs playing DMS together in mid-October. The push for new powerups started as a 1-1 between JK and I....and then swarf came on-board. We all had similar thoughts. Just devs working 2gether as a team on a game they love.

RE: Red's note of a verbatim posting dd 11/4/11 started Guinea Pig.

To the best of my knowledge guinea pig is not a current dev and this post is not connected to anything current devs r doing. That post is dd weeks AFTER we started working on new powerup ideas for zomg. Coincidence? Likely. Conspiracy? No. The posts on Guinea Pig's topic are really good actually; it's a good read with a good exchange of ideas. And heck...at least nobody called me a "child" over there nor called my very existence into question. XD

Red has made the point that hey if current powerups are not effective for dms, then just fix the current powerups? Why add new ones? The larger point was also raised by Red about the point of all this. And that this all about monetization.

DMS is a new, higher level of challenge across the board: higher CL monsters, more monsters that heal themselves (like labtech jumpers), deeper levels, and many twists and turns to minimize if not eliminate "speed" runs and the concentration of enemies into tight areas e.g. the "neck."

Let's use SS as a basis for discussion. Let's start with rings. Current rings tested well on DMS. For DMS rings can be upgraded to CL12 with shadow orbs dropped in DMS. So rings and CL to match dms has been addressed to our satisfaction based on extensive testing.

Further, it's common for many players to use powerups on a smeb run. Note: point taken by all zomg superstars who scoff at the idea of powerups at all and rely on masterful player skill. Current powerups work well within the confines of zomg as we know it today for players of all levels if they choose to use them. Some in the community even argue that zomg today is too easy. Imho the current powerups are not broken and don't need to be fixed; they work fine for zomg as it is today.

New powerups suggested are in the vein that the higher level of challenge in DMS warrants powerups that will prove useful to a large number of players (granted maybe not all you zomg all stars) without tilting the balance of play too far one way or the other vis-a-vis the challenge we have balanced in dms.

The goal is to provide enough of a capability through these powerups to give crews (plz recognize that zomg crews are of VARYING level of player skill if any of us has forgotten) a fighting chance at longer, fun yet challenging dms runs. We aim to deliver new powerups with a combo of capabilities suited for DMS play and differentiated enough from current powerups to not be seen as redundant/wasteful if you already have supercharger for example. If the new powerups help newer players in other areas enjoy the game more then I see a positive there too: we all want more people to enjoy zomg and keep playing.

Our style -- my style -- is to engage the user community and incorporate your passion, creativity and expert knowledge into the new release as much as possible. Please appreciate the inherent challenge here: the user community has not played DMS so it's hard to reason the need for these things based on the current level of challenge in zomg today. It would be gr8 to get ur feedback and develop new stuff AFTER DMS is released but that approach is not practical. It also was not practical to engage hundreds of thousands of gaians to talk about powerups.

Thanks for your involvement and input on sewer rats. The feedback has been really good so far. We are open to more ideas and constructive thoughts to make the game better. Please continue to make comments on this forum. Feel free to post links in this forum to good ideas you've found.
PostPosted: Mon Nov 07, 2011 7:36 pm


^

I feel... flattered. redface It's like... our standing... we've only been telling ourselves that we are just THAT good by being so defensive on our ringset/powerup standing! Numbers just tell us otherwise, that people do use powerups extensively in ways some of us would scoff as a waste. Revive in particular is an example very easily seen deviating from what comes out of our mouths. That says a bit about those who can prove their stand.

And at the same time, that leaves me wary of the average skill of a zOMG! player. Then again, I can't really say anything, since I've found people who can't even beat past world 5 of Mario Bros. Or Eversion (you're excused Beenz, you just didn't like it. Our dear suspect though, he seems to have really sucked at platforming because he played for 3 days and didn't beat it.)

It's like when CL 20 lorelei was introduced and me and Spartan were on each other's throats trying to decide which was the best way to kill her to see if my theory and warning would work with terrible yet headbang-y foreseeable repercussions. He hadn't played the games in almost 6 months, and another long while before that, yet he was impressing the newly formed CL 10 members with simple thoughts and tactics such as "Let's use turtle!". zOMG! felt like rocket science that day, yet, I perceive it as painfully easy at times.

But I guess that's just how the community, the whole of it is. Are we, the most of regulars and forum goers, AMAZING? Facing the hints being thrown our way, I guess we we freaking damned well are!

I demand nothing less than a challenge from DMS. If we, used to not living with powerups where others do, are to be expected some dedicate (and hopefully still preventive) use of them and see others being introduced due to a difficulty spike that everyone should enjoy, then it better be justified.
One challenge that I can see an actual end to, though. I know where the point of frustration is long ahead of its time, and it ticks me off just knowing I can get to live it. I'm saying that kamila better not be "Bullshit" Hard. You guys really scare me about that sometimes.

DrQuint

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Scobre
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PostPosted: Tue Nov 08, 2011 7:58 am


Yeah even being a regular player, I'm still learning new things about zOMG! all the time. Like just finding out from other players sugar rush is a great ring to use to papa saw surprisingly and how quicksand is good for nightfrights. Just amazes me the number of ring combos to try in different areas. Even for 10CL, the game isn't easy. You have the lag, the getting stuck to walls, disconnecting, jumping glitches, and connection to server lost to deal with. I've died so many times to count in shallow seas and revive has been very useful powerup so I can defib people. I'm still trying to teach people about rings, buffing, and how to play the game. It isn't easy at times, but the z!F thread link I posted has been helpful for sharing with others. This community is amazing and I am learning quite a bit from forum regulars about the game. I've even been trying to use diagnose ring in papa saw and I'm amazed how well the devs use it in the game for shallow seas. Devs are awesome players and makes regular players have not even close to the same gaming skills that they have. I just want to beat Kamila just for the fact that s2b2 would shave JK's head. I find that quite amusing.
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