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Poll > New Suggestion For The New Year > Oh No
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Jan 2 2019 05:44pm
Quote (izParagonzi @ Jan 2 2019 11:28pm)
Prescribed medication every day, no need for nog when drinking bourbon regularly... :D



Your point is valid for you, hence the reason why it is optional, those that want to do it, CAN, those that don't, WON'T... mathematically useless or not.

(2 key) 50% / (3 key) 33% / (4 key) 25% / (5 key) 20% / (6 key) 16% chance of passing [Just a different way of looking at the numbers]

Not arguing your point, just giving a different view.


you need to work on your maths. badly. all of your figures are entirely wrong, especially since you added "chance of passing". Your figures are "chances of getting through the first door".

I would rather not confuse new players about additional options.


do you really really think it would take 142+ attempts to pass alchemist if it was a 1 in 7 chance?
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Jan 2 2019 06:18pm
Voted no. I don't think any time should be invested in tweaking MQ .... it should be scrapped, and revamped into something that's more engaging.
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Jan 2 2019 06:51pm
Quote (Gearic @ 2 Jan 2019 18:18)
Voted no. I don't think any time should be invested in tweaking MQ .... it should be scrapped, and revamped into something that's more engaging.


Revert it back to lvl 71...
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Jan 2 2019 08:25pm
Quote (mclarke @ Jan 3 2019 12:44pm)
you need to work on your maths. badly. all of your figures are entirely wrong, especially since you added "chance of passing". Your figures are "chances of getting through the first door".

I would rather not confuse new players about additional options.


do you really really think it would take 142+ attempts to pass alchemist if it was a 1 in 7 chance?


You can argue black and blue about numbers all you want, if it was applied to the game, YOU do NOT have to choose to MQ with an extra key... it is YOUR choice and the choice of all the players.

If I chose to add a key to my Paladins MQ, I would have a 25% chance of picking the extra key, as for the next 3 the odds increase, but, I chose this option... if I fail, I get 4 Guild Points, if I pass I get 24 Guild Points (which is the same as unlocking a Ninja on Hardcore).

Quote (Gearic @ Jan 3 2019 01:18pm)
Voted no. I don't think any time should be invested in tweaking MQ .... it should be scrapped, and revamped into something that's more engaging.


Valid points, ouch, remove the ladder structure of guild placing is a high price in your comment.
Still, I also would like added content to this game, something more engaging.

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Jan 2 2019 08:46pm
Even with it being optional....I don’t think it would be a often used feature. And thus, the work in coding needed to add this idea is not worth it if very few people choose to use that option. My vote is still a no....
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Jan 2 2019 10:09pm
Quote (izParagonzi @ 2 Jan 2019 22:25)
You can argue black and blue about numbers all you want, if it was applied to the game, YOU do NOT have to choose to MQ with an extra key... it is YOUR choice and the choice of all the players.

If I chose to add a key to my Paladins MQ, I would have a 25% chance of picking the extra key, as for the next 3 the odds increase, but, I chose this option... if I fail, I get 4 Guild Points, if I pass I get 24 Guild Points (which is the same as unlocking a Ninja on Hardcore).



Valid points, ouch, remove the ladder structure of guild placing is a high price in your comment.
Still, I also would like added content to this game, something more engaging.


Well, when I saw remove it, I don't mean the whole concept of it. The game mechanic of completing the master quest and rerolling, and the classes & guild points, that's all fine. I just think it's really dumb that the "Master Quest" is just a roll of the dice, that you only get to pretend to play a part in. The fact that we get to choose the keys is entirely meaningless. I was really frustrated and disappointed the first time I did it, and actually quit playing for awhile. I am only suggesting that the quest itself gets scrapped, not the function it serves in the larger game. I would prefer a generic, buffed up EP that just has a chance to explode and kill you when it dies. It would still be a die roll at the end, but at least it would feel like you did something for the "quest."
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Jan 2 2019 10:13pm
Quote (CARTRACK @ Jan 3 2019 03:46pm)
Even with it being optional....I don’t think it would be a often used feature. And thus, the work in coding needed to add this idea is not worth it if very few people choose to use that option. My vote is still a no....


Not trying to change any vote or opinion, just like any suggestion to additions to the game, point out why it is BAD for the game or player(s)
It is a cosmetic type of change with minimal coding time or re-creation of a button image and linking, considering it is basically copy/paste.

The idea aligns with most games, for effort or sacrifice, you are rewarded: Additional key takes extra effort / sacrifice, but you get rewarded.
Is this idea BAD, overpowered or can be abused if it was applied? My opinion is No, and it is entirely up to the player to choose.

Anyway, McClarke had a possible reason, that was people running Feeders for the extra Guild Points, but, once again, those players would
put in the effort / sacrifice time from their main characters... again, only if they choose to.

Quote (Gearic @ Jan 3 2019 05:09pm)
Well, when I saw remove it, I don't mean the whole concept of it. The game mechanic of completing the master quest and rerolling, and the classes & guild points, that's all fine. I just think it's really dumb that the "Master Quest" is just a roll of the dice, that you only get to pretend to play a part in. The fact that we get to choose the keys is entirely meaningless. I was really frustrated and disappointed the first time I did it, and actually quit playing for awhile. I am only suggesting that the quest itself gets scrapped, not the function it serves in the larger game. I would prefer a generic, buffed up EP that just has a chance to explode and kill you when it dies. It would still be a die roll at the end, but at least it would feel like you did something for the "quest."


Understand this completely. Don't agree with the 50/50 dying thing though. Maybe you have to complete ex amount of objectives to increase your odds of passing Master Quest (basically objectives are quests you have to complete on your way to successfully MQ, but these objectives would change for different sized groups)... needs work and input.

This post was edited by izParagonzi on Jan 2 2019 10:18pm
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Jan 2 2019 10:42pm
Quote (izParagonzi @ 3 Jan 2019 00:13)
Not trying to change any vote or opinion, just like any suggestion to additions to the game, point out why it is BAD for the game or player(s)
It is a cosmetic type of change with minimal coding time or re-creation of a button image and linking, considering it is basically copy/paste.

The idea aligns with most games, for effort or sacrifice, you are rewarded: Additional key takes extra effort / sacrifice, but you get rewarded.
Is this idea BAD, overpowered or can be abused if it was applied? My opinion is No, and it is entirely up to the player to choose.

Anyway, McClarke had a possible reason, that was people running Feeders for the extra Guild Points, but, once again, those players would
put in the effort / sacrifice time from their main characters... again, only if they choose to.



Understand this completely. Don't agree with the 50/50 dying thing though. Maybe you have to complete ex amount of objectives to increase your odds of passing Master Quest (basically objectives are quests you have to complete on your way to successfully MQ, but these objectives would change for different sized groups)... needs work and input.


Yeah, that would be cool too. We could probably go on an don about potential improvements to the MQ, but I suppose that's not what this thread is for. :p
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Jan 17 2019 08:21pm
:bouncy:
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