Foititis wrote:Give us more details about how traps work
AnswerThe helpdesk gives all the info I want the playerbase to knowThis is what most players of Nightmare believe.
I wanna see someone alse then tarin postin about that...When you drive out of the game players like Raizin this is a problem. If not for you, then for our gang.
None forced raizin out of the game.This is for sure.The fact is that he had made his decission earlier this set and just waitin for the right time.
He didnt like the way the traps worked but Murzim find the way perfect so it was the end of raizin cause he couldnt have it hes own way or just didnt liked
it we cant be all happy.We cant rob with 100% success every day.Thats just impossible
But tryin to get advantage of his gangm8 leaving is just sad...
Do not ry to influence gameplay by cashing in in on anothers downfall
Metus wrote:My opinion of robbing in general is that it should be a game of strategy, not of luck. I don't want to discount luck entirely, but it should not play a great part. On the flip side, I think that robbing should be more difficult than it is currently.
IMHO, this should change. The indirect effects of the other specialties should be strengthened, making them more important to overall success. By doing this you introduce much more stategy into building clearly different robbers within the same gang.
Lawliet wrote:Metus: I totally i agree with what you are saying. This is what i believe as well.
Your idea is good. Imo, all spec affect robbing. BUT, if you don't have 2-3 specific ones it will be very hard to rob a good defender.
Lawliet wrote:About the balance Revenger referred to: Right now, when an experienced player starts the set and has as goal to enter top 10, he would never choose to be a thief. Ranking requires leveling. Just take a look at last set's top 10. The only players reached lvl 100 were at top 4. So, robbing feature is currently like a hobby. When i spend 3 turns and get 10 mil from a bank, or when i do b-files and get 3750xp with 2 turns, it is obvious that crimes are more preferable. Imo robbing could only play important role for ranking in the last week of the set.
1)One good idea i heard a while ago from someone: Reduce the minimum required scores in safe,detect,alert so everyone will be able to rob, and pure thieves will be able to spend less turns, having the time to do crimes as well.
2)It has been discussed in previous sets but it was rejected by Revenger. Robbing feature could give xp. Someone suggested that in the second set and it was rejected. But now, maximum level is not 20 but 100. the amount of xp could be relative to the amount of turns spent or to the difficulty of robbery. That could reduce the huge gap between "lvl 100 players" and thieves.
3)Respect earned from crimes could play more important role and not only in gang rank.
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