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Posts: 5,753
Joined: Dec 26 2007
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Jun 14 2017 12:29pm
Quote (izParagonzi @ Jun 14 2017 03:35am)
It sucks, so does a lot of the changes or nerfs beforehand... they sucked... yet, we still have to 'suck-it' because those nerfs/changes don't and won't come back.
So... instead of bitching about them, come up with something new.

Shit... people here bitch about other suggestions like more content, that they don't realise that all they are asking for is the old system like welling in town to come back or the old transmuting days...
it boils down to this, Paul won't re-introduce old shit, he MAY decide to add in new shit if it doesn't compromise the previous shit that was removed.

Do you think anybody in this thread truly believes that Paul will even READ this thread?

This is merely a discussion on improving the game, whether or not Paul actually does anything. Valuing a change based on whether or not the game dev will do it is not conducive to the actual betterment of the game. Not every change a game dev makes is a good one. Similarly, there are changes devs decide not to make that are good changes as well. Regardless, it is Paul's decision whether or not he wants to change the game in the first place.

Also, this discussion may have sparked with the idea of bringing back the old system. Despite this, it has already generated a new idea in Garnier's proposal.


Quote (izParagonzi @ Jun 14 2017 03:35am)
Driving sucks... get over it (just like everyone has stated for over 5 years) and move on!

People will complain about different aspects of the game, as they do and have done in every community. Get over it and move on.


Speaking of generating new ideas...
Quote (ItsLotd @ Jun 14 2017 10:15am)
/bends over to talk like Ace Ventura (aka talking out my ass here...)

What about adjusting the exp in groups ONLY

AND

Make it so that the ENTIRE group adjusts to the HIGHEST char's exp penalty (regardless of who is driving)?

Examples:

1 - Alchemist is soloing, still -35% exp.
2 - Headhunter joins the group and they begin exploring/whistling - HH's exp penalty shifts to match, from -30% to -35%
3 - Rogue joins the group - Rogue's penalty shifts to match Alch's - to -35%
4 - Alchemist leaves the group - Rogue and HH penalties shift to match HH (as the highest class char in group), from -35% to -30%

This solution would remove the issue of higher class chars falling behind if they are not driving, while not effecting the overall balance of higher chars climbing slower.

I really like this idea personally!

Initially, I thought this was what Garnier was proposing, oops :wacko:
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Jun 14 2017 02:13pm
Quote (izParagonzi @ Jun 14 2017 07:35am)
It sucks, so does a lot of the changes or nerfs beforehand... they sucked... yet, we still have to 'suck-it' because those nerfs/changes don't and won't come back.
So... instead of bitching about them, come up with something new.

Shit... people here bitch about other suggestions like more content, that they don't realise that all they are asking for is the old system like welling in town to come back or the old transmuting days...
it boils down to this, Paul won't re-introduce old shit, he MAY decide to add in new shit if it doesn't compromise the previous shit that was removed.

Driving sucks... get over it (just like everyone has stated for over 5 years) and move on!


:fume:
relax, you are gonna give yourself a heart attack.
I would like something new, no need to bring back all the old stuff even though some of the old would be cool too. ( i might be one of the ones bitching about whatever changes he makes, but it's only cause i care about the game)


Quote (ItsLotd @ Jun 14 2017 02:15pm)
/bends over to talk like Ace Ventura (aka talking out my ass here...)

What about adjusting the exp in groups ONLY

AND

Make it so that the ENTIRE group adjusts to the HIGHEST char's exp penalty (regardless of who is driving)?

Examples:

1 - Alchemist is soloing, still -35% exp.
2 - Headhunter joins the group and they begin exploring/whistling - HH's exp penalty shifts to match, from -30% to -35%
3 - Rogue joins the group - Rogue's penalty shifts to match Alch's - to -35%
4 - Alchemist leaves the group - Rogue and HH penalties shift to match HH (as the highest class char in group), from -35% to -30%

This solution would remove the issue of higher class chars falling behind if they are not driving, while not effecting the overall balance of higher chars climbing slower.


This would be considered a nerf and a lot would hate it, but it would work for me.

Honestly i would like any kind of update, something fresh would be fun.
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Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
Jun 14 2017 04:01pm
Quote (ItsLotd @ Jun 15 2017 07:15am)
/bends over to talk like Ace Ventura (aka talking out my ass here...)

What about adjusting the exp in groups ONLY

AND

Make it so that the ENTIRE group adjusts to the HIGHEST char's exp penalty (regardless of who is driving)?

Examples:

1 - Alchemist is soloing, still -35% exp.
2 - Headhunter joins the group and they begin exploring/whistling - HH's exp penalty shifts to match, from -30% to -35%
3 - Rogue joins the group - Rogue's penalty shifts to match Alch's - to -35%
4 - Alchemist leaves the group - Rogue and HH penalties shift to match HH (as the highest class char in group), from -35% to -30%

This solution would remove the issue of higher class chars falling behind if they are not driving, while not effecting the overall balance of higher chars climbing slower.


Alternative idea is a better one than removing all penalties.
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Posts: 52,754
Joined: Apr 8 2007
Gold: 232.50
Jun 14 2017 06:27pm
Quote (izParagonzi @ Jun 14 2017 05:01pm)
Alternative idea is a better one than removing all penalties.



I'm sick of driving whistle games
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