Why I love this game and why I won't play after my trial - heal nerf -
Posted: Sun Sep 25, 2005 3:49 pm
First off I'd like to say I love this game. The unique non-cookie cutter world, animals, and environments. The total lack of dwarves, elves, and orcs. The incredibly potent action creation system. The awesome community and the excellent customer service. It's funny when you put all of those together the level grinding doesn't seem so much like level grinding as it does actually hunting/exploring.
This is definitely a game meant to be played in groups. It's very difficult solo, or in small groups. Teamwork is a necessity. It's obvious in everything from the skill system to the way items are created and distributed. And even then, while I'm in a great guild and I come on at various times during the day, I feel like I'm alone. Even while in a good group of people, long treks are hard and parties are wiped out. I feel the current level of difficulty is excellent though. It promotes strategy and I feel eventually, with hard work I could get anywhere.
Last night I was hunting with some friends and heard about the upcoming heal nerf. I immediately sent a ticket to a guide so that I could get the information straight from the horses mouth. The guide confirmed everything my friends were saying and my heart immediately sank. By nerfing the heal spells the game will become incredibly difficult for new players to get anywhere. You're effectively doubling the amount of healers needed to accomplish the same tasks we do now when I don't feel the player population is large enough to support such a change. New players are going to become isolated, frustrated, and aggitated. There aren't going to be enough healers to go around and free trials won't be extended because people won't feel like they are ever going to get anywhere.
On paper the nerf makes perfect sense. Force more grouping, stop players from viewing HP as a more efficient credit for spell casting, increase reliance on armor and jewels to make those systems more integral to the game. These things are all welcome changes to an extent but, as I said above, I don't think the player population is large enough to support such a huge nerf. My solution? strike a better balance. Decrease healing spells by less a percentage so that more players aren't forced into the healing if they don't want to do that. Try out various percentages on the test server to strike a balance instead of effectively pushing that balance toward melee/heavy armor combos.
As it stands now, this game is difficult enough for me to get anywhere new. With this nerf it will be close to impossible. It saddens me to say it but I think with this nerf established players will leave and new players will quit before they start. For a game with such a small community (albeit an excellent one) this could be a death sentence. I hope to God I'm wrong. I don't want to see this game sink into the woodchip deserts of Atys. I want it to succeed. As such I'm leaving before I start. I suppose I'm adding to the problem and my own fears but I refuse to watch this ship sink. If I am wrong (I hope I am), I will return and embrace the changes.
So for now, fare well and be careful out there. Atys just got way more dangerous.
This is definitely a game meant to be played in groups. It's very difficult solo, or in small groups. Teamwork is a necessity. It's obvious in everything from the skill system to the way items are created and distributed. And even then, while I'm in a great guild and I come on at various times during the day, I feel like I'm alone. Even while in a good group of people, long treks are hard and parties are wiped out. I feel the current level of difficulty is excellent though. It promotes strategy and I feel eventually, with hard work I could get anywhere.
Last night I was hunting with some friends and heard about the upcoming heal nerf. I immediately sent a ticket to a guide so that I could get the information straight from the horses mouth. The guide confirmed everything my friends were saying and my heart immediately sank. By nerfing the heal spells the game will become incredibly difficult for new players to get anywhere. You're effectively doubling the amount of healers needed to accomplish the same tasks we do now when I don't feel the player population is large enough to support such a change. New players are going to become isolated, frustrated, and aggitated. There aren't going to be enough healers to go around and free trials won't be extended because people won't feel like they are ever going to get anywhere.
On paper the nerf makes perfect sense. Force more grouping, stop players from viewing HP as a more efficient credit for spell casting, increase reliance on armor and jewels to make those systems more integral to the game. These things are all welcome changes to an extent but, as I said above, I don't think the player population is large enough to support such a huge nerf. My solution? strike a better balance. Decrease healing spells by less a percentage so that more players aren't forced into the healing if they don't want to do that. Try out various percentages on the test server to strike a balance instead of effectively pushing that balance toward melee/heavy armor combos.
As it stands now, this game is difficult enough for me to get anywhere new. With this nerf it will be close to impossible. It saddens me to say it but I think with this nerf established players will leave and new players will quit before they start. For a game with such a small community (albeit an excellent one) this could be a death sentence. I hope to God I'm wrong. I don't want to see this game sink into the woodchip deserts of Atys. I want it to succeed. As such I'm leaving before I start. I suppose I'm adding to the problem and my own fears but I refuse to watch this ship sink. If I am wrong (I hope I am), I will return and embrace the changes.
So for now, fare well and be careful out there. Atys just got way more dangerous.