Crosby4HyG wrote:With regards to Holtz's question; why was the CoTW level req changed at all? If I'm reading the 1.6 patch notes correctly, the CoTW jewels were removed from Ladder drop tables entirely and replaced with an entirely new item (relics). I can therefore see where he's coming from when he says this feels like a development choice targeted against NL
In several years we haven't done a
single (good or bad) targeted NL change, we've left all sorts of broken combinations, 100% avoid setups, and more. So how someone jumps to the conclusion that relic rlvl was changed because anything related to "NL balance" really blows my mind. Some common sense please.
If you have genuine doubts on the levelreq change or why old ones updated or how NL items work I'm happy to give a detailed answer, either on discord or B&F topic. But not here because as I previously mentioned the cotw changes have no connection to non-ladder whatsoever.
Crosby4HyG wrote:Now for the final question, is it worth having NL at all given the very small playerbase? To answer this question, I recommend that you as Devs ask yourselves what kind of player community you want to have. (...) I'd be most appreciative if NL is something that the Devs continue to support, even if that only involves communicating with the NL community in the patch notes to explain decisions made which are beneficial or detrimental.
a) The kind of community we want is one that understands we're on the same boat and that can sometimes give us the benefit of the doubt. Yes, ladder is always going to be primary mode because we think group play and trading are blueprints of the genre and our ideal game vision. This has been true even before TG was conceived.
But this doesn't mean that through punishment we are going to try convert players over. We welcome all players to join us, as we believe that even someone that plays SP/NL may like the mod enough to recommend it to someone that may eventually be interested in joining the community as well. Considering our marketing is close to none, recommendation has always been the primary source of growth. We have no benefit in providing a game mode that's no fun for you.
b) The communication issue you raise is a great point and often the issue, so I'm glad this topic exists.
Unfortunately, as long as Median continues to receive such large updates (compared to vanilla where NL was more functional) there isn't much we can do to address legacy items. We've worked a bit on a system to update uniques for NL/SP, but it's complicated and only covers uniques, by just rerolling them. If we start talking about backwards compatibility for crafts or recipes/MOs, oh boy. The game doesn't even track where each stat came from, the stats are just impregnated into the item.
That said there is just no balance compromise that makes sense doing. In current and upcoming patch we have fixed probably the 2 largest unnoticed damage bugs since sigma. Fixing them will require some drastic changes. Over these 2 years we have discovered more and more bugs since the new engine, which gives us some perspective on how broken 1.0 was compared to current. We want 2.0 to be as polished as we can from the get go, but this means there's going to be a shaky period with compatibilities. After this new start we'll try to reduce these changes to a minimum.
We don't consider OP legacy items to be a blessing to the players. I'd expect most wouldn't be happy about an item that becomes bis for your char because it has 2x the stats it's supposed to or a bugged interaction. Which is why we would never consider this as a reward system. But if you do see it as such, then good to hear.