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Arsenal Stations - profitable changes for developers and game balance.

8 replies [Last post]
Wed, 12/14/2011 - 13:20
Ewbte's picture
Ewbte

Arsenal Stations made game to easy to play, and they make normal damage weapon useless.
I'm not askin to remove Arsenal Stations, no. Just make them pay.
3 CE for activating Arsenal Station for all party. Same as danger room gates.

Please, don't ruin this lovely game.

Thank you.

Wed, 12/14/2011 - 13:33
#1
Alphacommando's picture
Alphacommando
This could actually unbalance

This could actually unbalance the game - and the ce market - even more.

1. Arsenal Stations cost energy to use
2. Players' energy is drained faster
3. Players are frustrated
4. Player buy more ce
5. Developers gain money
6. Players have enough ce that Arsenal Station prices do not matter
7. Ce prices on the market rise as people want more for their ce
8. Not much difference is made except the ce market goes into turmoil

Wed, 12/14/2011 - 13:51
#2
Nacho's picture
Nacho
When they decided to make

When they decided to make Arsenal Stations was so everybody had a chance in every stage. Having to pay ce to use them would make them loose all its purpose.

Wed, 12/14/2011 - 14:28
#3
Ewbte's picture
Ewbte
There is a lot of other real

Alphacommando, there is a lot of other real reasons in CE price growing.

I'll believe you if you'll say that: CE prices grow fast because almost everyone want to buy CE when he need it as fast as he can, and they don't mind about adding their offer with about 50cr higher price than previous, because "i need it NOW, I NEED EVERYTHING NOW!!! GIMMY DAT!!"
Example: 100 people at one time wants to buy CE faster means that +500cr in 100CE price. But thanks to those who use special tab in energy depot and selling CE to them fast, so it almost balance stupid rage (thats why it grow not so fast).

Before Arsenal stations players had to think before start a run. Now they don't need if they have a lot of different equipment. Those who haven't lots of equipment will not use Arsenal Stations because they don't have anything to change.

Nacho, one of loading screens says: Think before starting gate, equip right armor and weapons to fight well!
There is already Basil and Midtowns for changing equip. If someone can't play one or two depths without "totally right" equipment - He needs new hands.

The main point of my view in suggestions is to make game more balanced in equipment and to make it hard to run thru depths.
The harder the game - the more desire to play it.

Wed, 12/14/2011 - 15:07
#4
Ghret's picture
Ghret
I really don't see the point of this

I mean, these Arsenal Stations were realeased quite a while ago. And, if you don't mind me saying, we seem to have adapted quite well to them. Instead of just being limited to a semi-strict set of equipment per Tier, we can now have Sets for nearly every situation/Level/Stratum. And how do you think we acquire these things?
...
Anyway, with your system I can foresee only 1 outcome; People would be turned off by the cost and would just go back to the old 'everyman' sets (And don't talk to me about how one person buying it unlocks it for the rest of the team, all that would result in would be 1 person who needs to change their equipment and the rest who don't, and no-one wishes to waste 3CE for just one person. And god forbid if its the Party Leader).
And if you say that those people are greedy, spending 3CE, even if sporadically every few gates, add up to quite a lot. I should know, I've opened quite a few Energy Gates in my time. And before you say that at least I got some CR; well, most of the time it's either Heat, Sparks or 1CR coins. And considering that changing your equipment can mean the difference between living with a sliver of health and having to rez yourself, I'd say that switching armour is more profitable than just a simple Energy Gate.

Wed, 12/14/2011 - 15:17
#5
Psychodestroyer's picture
Psychodestroyer
Actually.

The aim of the Aresenal stations IMO is to make people more willing to craft a wide range of gear for various situations.

So by T3, you have a balance of all types of gear for any situation, but to get there, you needed a LOT of ce.

See what I'm saying?

Wed, 12/14/2011 - 15:45
#6
Kickthebucket's picture
Kickthebucket
just look at the price for

just look at the price for silverweave hahaha xD i sold mine for 6+K each (think i had 8 or so) and now they are at a buy now price of +10K haha
sinks drive up the price :)
and also who opens energy gates? haha dangerrooms don't even give you that much profit in uneven stratums :) (and energy gates never give you value for your energy)

Thu, 12/15/2011 - 01:00
#7
Heatsurge's picture
Heatsurge
The only problem with arsenal

The only problem with arsenal stations for me is that they made normal damage weapons obsolete.

Before, I would sometimes choose normal weapons for a mixed stratum. Now, I can always choose a "special" damage weapon instead.

Why would I use a triglav when I can choose faust/divine avenger/barb thorn blade???!?

Perhaps give players who complete a stratum without changing weapons some kind of reward?? Or penalize players who use arsenal stations.

I actually think charging 3 energy to change is an EXCELLENT idea.

Thu, 12/15/2011 - 01:11
#8
Myllakka's picture
Myllakka
---

The thing is, I don't think implementing this will have much of an impact on anything. Most people run boss levels, either exclusively or they run levels with the goal of getting to boss levels. These stations don't exist there, so over all the stations don't see much use. Personally, I don't use the stations even in non-boss levels (unless I'm gearing up for an arena) because I tend to wear Vog or Skolver everywhere for the set bonuses, and I carry a weapon for each damage type.

That said, would I like to see the stations more difficult to access? Not really. I do think that the addition of the station has made the game easier, but only on half the levels--assuming that all gates are created randomly, so half of them will be status ones. If I'm running a construct stratum, I won't be changing weapons or armour every levels, as opposed to when running, say, a poison one. Is making the game easier this way a bad thing? Not really, since your weapon is only as useful as how skillful the player is. In a fiends level, someone flailing with a BTB into floor hazards is about as useful as someone with a DA, doing little damage.

All in all, I don't think that making the stations harder to access will benefit the community. It won't harm the community either, since we got on perfectly fine before they were introduced.

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