I misposted this earlier.
First and foremost, a basic principle needs to be applied to all future changes: When scaling a variable that is causing a negative reaction from players; it is better to over buff and nerf down than to under buff then buff more. This will dramatically lower the amount of players returning to inferior games such as CoX/ WoW/ ****/ w/e.
Second and relatively; a fragment in the equation to balance the principle of retcon is missing which is causing the rate of income in equivalence to the scaling cost of power removal to be economically unaffordable after a certain point in the leveling grid.
Example: If X(cost per power removal per level) scales at x*2 at every 3 levels and Y(the value of income per level including npc kills, end mission bonuses, and new increased item drop rates) has a value consistent to level(L); this causes the increments of the value of X to increase at an unreasonable extreme: L1 =(X equivalence Y) / L24=(X > Y) / L40=(X >>> Y)
Adding the average of the costs per power/stat-point/skill-point to said level after L24 and removing the need to retcon each previous power to remove said level choice creates an acceptable cost while keeping the value high enough to cause a strong deterrence towards excessive retoning.
If the last five power's cost of removal are 7g, 6g, 6g, 5g, 5g; the level 36 power will have a flat rate of 12.8g to retcon out of while keeping powers obtained at levels 37, 38, 39, and 40.
This also leaves room to add a grid to either increase or decrease the cost of retconing with in certain level brackets while keeping the over all cost vs income consistent.
First and foremost, a basic principle needs to be applied to all future changes: When scaling a variable that is causing a negative reaction from players; it is better to over buff and nerf down than to under buff then buff more. This will dramatically lower the amount of players returning to inferior games such as CoX/ WoW/ ****/ w/e.
Second and relatively; a fragment in the equation to balance the principle of retcon is missing which is causing the rate of income in equivalence to the scaling cost of power removal to be economically unaffordable after a certain point in the leveling grid.
Example: If X(cost per power removal per level) scales at x*2 at every 3 levels and Y(the value of income per level including npc kills, end mission bonuses, and new increased item drop rates) has a value consistent to level(L); this causes the increments of the value of X to increase at an unreasonable extreme: L1 =(X equivalence Y) / L24=(X > Y) / L40=(X >>> Y)
Adding the average of the costs per power/stat-point/skill-point to said level after L24 and removing the need to retcon each previous power to remove said level choice creates an acceptable cost while keeping the value high enough to cause a strong deterrence towards excessive retoning.
If the last five power's cost of removal are 7g, 6g, 6g, 5g, 5g; the level 36 power will have a flat rate of 12.8g to retcon out of while keeping powers obtained at levels 37, 38, 39, and 40.
This also leaves room to add a grid to either increase or decrease the cost of retconing with in certain level brackets while keeping the over all cost vs income consistent.
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