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When people fail they stop spending money and play other games. Creating a game with the goal of setting people up to fail is not a good business plan.
Ensuring all players achieve success is what ultimately stops them from spending. The "failure" you refer to means mechanics that guarantee absolute failure for all players. Having some players fail is an essential attribute of any game—creators simply need to provide ways to avoid that failure.
Just like the early days of Season 0.1, most players failed, but the game's popularity remained consistent. However, Season 0.2 increased the difficulty of the story phase, leading to a massive player exodus. The difference here lies in the fact that during the story phase, players lacked sufficient means to avoid failure.
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Posted bylei895947252#9364on Sep 26, 2025, 5:35:57 PM
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only gamebreaking mechanic i find is this freaking depressing juicing mechanic, why i am forced to watch grey map 24/7 if i wanna add such important mods as delirium to the map, either give us option to turn it off, add map skins for delirium where u can see colors (i dont mind paying) or add another mechanic that overrite delirium so i dont have to feel like i am missing out
I also really hate the visual effects caused by delirium, and I hope there's an absolute correlation between loot drops and delirium difficulty.
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Posted bylei895947252#9364on Sep 26, 2025, 5:38:25 PM
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The root cause of the team dungeon-farming strategy that people often criticize still lies in insufficient monster difficulty—where a single player's damage output is enough to clear a 6-player map. This is flawed design. Doubling the base health of monsters outside story phases wouldn't even be excessive.
No, the root cause is the excessive rewards that teams get. The content will never be difficult because teams have massive advantages. One guy just CCs the monster. Another is just there to buff drops. Then you have a couple of damage dealers. It's simply always going to be way easier than one person trying to do the same content.
By the way, just making monsters damage sponges isn't good game design either. Most people don't like HP sponge bosses in most games, because it's the most boring and tedious way to try to do "difficulty" in a game.
After dividing the rewards equally among six people, there actually isn't much left, and the six individuals still have to pay some price for team coordination. However, I don't agree with the existence of support classes, especially since it's difficult to balance their numerical values.
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Posted bylei895947252#9364on Sep 26, 2025, 5:41:46 PM
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0.3.1 is a minor version change.
Also, you may think that people that argued for chilled grounds to be alleviated are 'idiots' as per your inital post, but the reality is we should have to change gear, use specific nodes on the passive tree to avoid a map being playable. Especially when the nodes can be unaccessible for some.
Using a silver charm in my setup is an absolute no and I'd rather vendor those than play in a map 90% covered in shit stained ice that slows me.
The debuff is still there, it will simply cover less area than it previously did.
Increasing by 30% and decreasing by 30% in mathematical calculations are not the same concept. When we start reducing the value by "decreasing 30%," the initial gains are very substantial, so we only need to decrease it by a portion, and the impact of the remaining part can be ignored. When we disregard this affix, it becomes purely a beneficial affix,So it's ez.
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Posted bylei895947252#9364on Sep 26, 2025, 5:50:56 PM
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Increasing by 30% and decreasing by 30% in mathematical calculations are not the same concept. When we start reducing the value by "decreasing 30%," the initial gains are very substantial, so we only need to decrease it by a portion, and the impact of the remaining part can be ignored. When we disregard this affix, it becomes purely a beneficial affix,So it's ez.
I recently completed an accounting certificate, I'm aware of the concept.
But they said 66%. So let's say the shit covers 80% of the screen.
It will mean : 0,8 * (1-0,66) = 27,2 % of the screen will still be covered with shit stained snow.
I think that's perfectly fine. And personally, I will still vendor those maps because I have zero desire to change important gear/nodes just to be able to farm a map when I can use plenty other maps.
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Posted byOinkaments#6390on Sep 26, 2025, 6:00:33 PM
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Increasing by 30% and decreasing by 30% in mathematical calculations are not the same concept. When we start reducing the value by "decreasing 30%," the initial gains are very substantial, so we only need to decrease it by a portion, and the impact of the remaining part can be ignored. When we disregard this affix, it becomes purely a beneficial affix,So it's ez.
I recently completed an accounting certificate, I'm aware of the concept.
But they said 66%. So let's say the shit covers 80% of the screen.
It will mean : 0,8 * (1-0,66) = 27,2 % of the screen will still be covered with shit stained snow.
I think that's perfectly fine. And personally, I will still vendor those maps because I have zero desire to change important gear/nodes just to be able to farm a map when I can use plenty other maps.
No, I'm talking about slow resistance.
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Posted bylei895947252#9364on Sep 26, 2025, 6:05:36 PM
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A multiplayer online game must never try to let everyone "win." It is a competition
If the game is not PvP, it's not a competition.
In a non-PvP game, it is absolutely the case that everyone should be able to win.
When victory doesn't require beating another player, there doesn't need to be any losers.
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Posted byThe_Song#4903on Sep 26, 2025, 6:54:57 PM
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A multiplayer online game must never try to let everyone "win." It is a competition—some must triumph, and others must fail.
This Quote alone makes me wonder why are you playing a totally non competitive game rather than playing the games which players genuinely compete against each other, or is that the currency gain you took it as a competition against the players who you never even interact with in game 99.99% of the time?
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Posted byRipperCrock#4730on Sep 26, 2025, 7:39:49 PM
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A multiplayer online game must never try to let everyone "win." It is a competition—some must triumph, and others must fail.
This Quote alone makes me wonder why are you playing a totally non competitive game rather than playing the games which players genuinely compete against each other, or is that the currency gain you took it as a competition against the players who you never even interact with in game 99.99% of the time?
It can still be competitive for some. Getting ahead early on currency can help you get to end game much faster. Some player do play for the leaderboard. I'm not one of those but there is still an aspect of competition in the game.
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Posted byOinkaments#6390on Sep 26, 2025, 7:58:57 PM
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