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Mar 26 2018 09:08am
Quote (a_hotter_otter @ Mar 26 2018 07:51am)
That's the point mizzo. It was a complete game. Simple, hack n slash.
Now we have a half completed 'new' more 'dynamic' game full of bugs and broken stats and broken item finding.

Its tedious as hell exploring mazes because spins put you back into territory you have had to explore 6 times already, trap doors put you down into broken harder monsters, since he changed how level affects drop rate, having to TURN left to explore literally doubles the amount of time needed to explore a map.

He nerfed the spawn rate of all possible quests for decent drops, while making it impossible to spawn most of them solo, yet Most groups only want to go 1-71 TTT.

Don't get me wrong. I am happy to group with people. I want to enjoy exploring with that same excitement of finding drops with EPs by finding a trap door. I want to be able to spawn some of the higher quests solo. I want to enjoy playing this game I have spent the last 10 off and on playing. And if Paul updated it more then once a year, I would be a happy camper. But one minor minor (relatively) update onCe a year doesn't make for interesting gameplay.

★to Paul. I still have faith in you. I believe you had a vision for what this game was going to be. But I also believe this was not it. So, make it into what you want it to be. Make it that 'dynamic group game' that is interesting to play.



Hang on there cowboy!
Tedious is a hell of a lot better than monotonous like the previous versions. Most of us have obsessions for numbers so that's what keeps us going. The fact that it doubles the amount of time to turn the pointer left or right is still better than not having one and clicking a "re-summon" monster button.
The truly valid point is that the drop rate was nerfed. If the drop rate were like it was in the arena days nobody would complain. I agree that trapdoors should not just be a bad thing. They should also have some good aspect too just as spins can be bad or good. I also agree that it would be cooler to see more of the higher quests. Maybe he could make it so you can have 4 active quests at any one time instead of the current 3. That way by the time you hit 71 exploring you're more likely to get those quests.
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Mar 26 2018 09:23am
Well I will say this I could for sure tell a difference in drops with that last event and I like the update :)
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Mar 26 2018 10:33am
Quote (ForTheLoveOfRuneScape @ 26 Mar 2018 09:23)
Well I will say this I could for sure tell a difference in drops with that last event and I like the update :)


Probably had something to do with 23% increased drop quality ;)
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Mar 26 2018 10:30pm
Quote (Cheeya @ Mar 26 2018 11:33am)
Probably had something to do with 23% increased drop quality ;)


+ the extra 7% but yeah that's what i meant by last event my b :)
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Mar 27 2018 07:41am
Quote (ForTheLoveOfRuneScape @ 26 Mar 2018 22:30)
+ the extra 7% but yeah that's what i meant by last event my b :)


12.36% Faster Suffusencing
13x Transmuting Experience
+100% More Treasure Chests
+20% Better Item Drop Quality
+290% Warm Light Effectiveness
13.64% Faster Transmuting
+3% Better Item Drop Quality


It was only 23%
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Mar 27 2018 09:18am
Quote (Cheeya @ Mar 27 2018 08:41am)
12.36% Faster Suffusencing
13x Transmuting Experience
+100% More Treasure Chests
+20% Better Item Drop Quality
+290% Warm Light Effectiveness
13.64% Faster Transmuting
+3% Better Item Drop Quality


It was only 23%


Those two are separate bonuses, and they end up being closer to multiplicative than additive. They have the same description because there isn't a good breakdown description to create two separate descriptions for the effect it gives and affects.
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Mar 27 2018 09:31am
Quote (njaguar @ Mar 27 2018 10:18am)
Those two are separate bonuses, and they end up being closer to multiplicative than additive. They have the same description because there isn't a good breakdown description to create two separate descriptions for the effect it gives and affects.


Thanks for clarifying :)
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Mar 27 2018 11:09am
Quote (BWConformity @ Mar 22 2018 02:16pm)
I wonder if the same bonus hooks are just additive or if they are multiplicative. It would be cool if that were a 23.6% bonus item quality event instead of just 23%. I mean... for this event maybe it's not that big a difference, but for future events it could be really sweet. Imagine +100% more evil presences and +100% more evil presences = 4 x evils bonus event instead of 3 x :)


Quote (njaguar @ Mar 27 2018 11:18am)
Those two are separate bonuses, and they end up being closer to multiplicative than additive. They have the same description because there isn't a good breakdown description to create two separate descriptions for the effect it gives and affects.


:o Paul answered my question! And the answer is really exciting :o :hug:
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Mar 27 2018 02:46pm
Quote (njaguar @ 27 Mar 2018 16:18)
Those two are separate bonuses, and they end up being closer to multiplicative than additive. They have the same description because there isn't a good breakdown description to create two separate descriptions for the effect it gives and affects.


That is awesome, well in this case would that multiplication be 20 x 1.03 ?
I see other stuff like double faster whatever skill could be some amazing stuff :D (which already uses much higher % rolls)
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Mar 27 2018 03:27pm
Quote (RistVaLL @ 27 Mar 2018 21:46)
That is awesome, well in this case would that multiplication be 20 x 1.03 ?
I see other stuff like double faster whatever skill could be some amazing stuff :D (which already uses much higher % rolls)


1.2 *1.03

easier example would be 2 times 50% bonus:
additive: 100% bonus
multiplicative: 1,5*1,5 --> 125% bonus

paul said its closer to being multiplicative.. so i guess it could be like 120% bonus (i just dont know how to get "closer" to multiplicative.) maybe some kind of malus
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