Σ 1.7 Bugs&Feedback

Discuss Median XL!
Dominos9189
Thunder Beetle
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Taem wrote:
Dominos9189 wrote:Suggestion:

Treasure Goblins are fun as hell and a great addition to the loot mechanic in MXL. I know they were intended to be temporary for 1.8 but they really should be implemented in the game permanently. That is all.


I haven't played MXL in years, and while I agree that they make a fantastic addition to this season, I disagree in that they add so much adtl loot, that it will shorten the season tremendously. What I'd like to see is a scaling system, where players in the ladder lead will NEVER see goblins, but players on the low-end of the ladder will see frequent goblins, getting more sparse the higher up the ladder you get until... no more goblins when you've reached the top.


I get what you're saying. If they are kept in their current state, they might be OP. However, if they could be tuned down to the point where they are fun to come across as you're always guaranteed to get something potentially useful but you are also not swimming in gear by like week 2 of the ladder, that'd be awesome.
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Taem
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PizzaGater wrote:not rewarding the people who spent the most time in the mod...


I assume you are referring to the players, correct? And you are suggesting that the players who spend the most time playing (on realms) this game are also the highest donators on Patreon? Somehow I doubt that, but opinions are like assholes anyway.

Also, what exactly is your point here? When the "gift box" was removed, was there a mass exodus of long-term players? When SB and crew reduced all damage by 50% and each successive ladder season we saw more and more nerfs to "balance" the game, did everyone up and quit? Grow some balls fanboy and realize I'm talking about a potential to balance the game by making it rewarding to your average player, not power gamer, which ironically I think actually encompasses a larger player base than the power players who honestly don't need goblins to succeed anyway. The player who would benefit the most from them would receive them, and those who did not need them would not. It's a pretty simple concept, maybe too much for you to comprehend.

PizzaGater wrote:Sounds like a brillant idea if you have some more of such please post them in a propre thread will get you admins power in no time bro.


brill[i]ant <--- has an "i" in it. propre[r] <--- has an "r" in it. Anyway, learn to give some positive and creative criticism in the future. The topic was "how to include goblins in future patches", not "how to whine about potential uses for goblins like a little bitch". Remember, always attack the subject, not the poster and if you do, expect retribution.
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Taem
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Dominos9189 wrote:
Taem wrote:
Dominos9189 wrote:Suggestion:

Treasure Goblins are fun as hell and a great addition to the loot mechanic in MXL. I know they were intended to be temporary for 1.8 but they really should be implemented in the game permanently. That is all.


I haven't played MXL in years, and while I agree that they make a fantastic addition to this season, I disagree in that they add so much adtl loot, that it will shorten the season tremendously. What I'd like to see is a scaling system, where players in the ladder lead will NEVER see goblins, but players on the low-end of the ladder will see frequent goblins, getting more sparse the higher up the ladder you get until... no more goblins when you've reached the top.


I get what you're saying. If they are kept in their current state, they might be OP. However, if they could be tuned down to the point where they are fun to come across as you're always guaranteed to get something potentially useful but you are also not swimming in gear by like week 2 of the ladder, that'd be awesome.


I like that idea. Truth be told, I don't think there would be any logical way to balance Goblins by player because you never know who is going to enter a game at any moment. Toning down the reward and lowering the frequency might be the best solution if Goblins were kept.
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Texalic
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Game chrashed when my char was about to hit her (checking this):

► Show Spoiler


EDIT: It is also possible, if the crash was because of the monster, that crash was caused by monster from Upper Kurast, but couldn't see which one since I was just across in Kurast Bazaar.
Edited by Texalic 4 years.
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PizzaGater
Banned
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Taem wrote:
PizzaGater wrote:not rewarding the people who spent the most time in the mod...


I assume you are referring to the players, correct? And you are suggesting that the players who spend the most time playing (on realms) this game are also the highest donators on Patreon? Somehow I doubt that, but opinions are like assholes anyway.

Also, what exactly is your point here? When the "gift box" was removed, was there a mass exodus of long-term players? When SB and crew reduced all damage by 50% and each successive ladder season we saw more and more nerfs to "balance" the game, did everyone up and quit? Grow some balls fanboy and realize I'm talking about a potential to balance the game by making it rewarding to your average player, not power gamer, which ironically I think actually encompasses a larger player base than the power players who honestly don't need goblins to succeed anyway. The player who would benefit the most from them would receive them, and those who did not need them would not. It's a pretty simple concept, maybe too much for you to comprehend.

PizzaGater wrote:Sounds like a brillant idea if you have some more of such please post them in a propre thread will get you admins power in no time bro.


brill[i]ant <--- has an "i" in it. propre[r] <--- has an "r" in it. Anyway, learn to give some positive and creative criticism in the future. The topic was "how to include goblins in future patches", not "how to whine about potential uses for goblins like a little bitch". Remember, always attack the subject, not the poster and if you do, expect retribution.


Nice rage essay lmao. You didnt need to reply to me. I stated my opinion on your idea and you didnt like it, got it chump.
Feel free to correct my spelling again.

And thats from someone who doesnt even play MXL since years, oh boy, how mad are you on a 1-10 scale haha
Istaryu
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PizzaGater wrote:
Taem wrote:
Dominos9189 wrote:Suggestion:

Treasure Goblins are fun as hell and a great addition to the loot mechanic in MXL. I know they were intended to be temporary for 1.8 but they really should be implemented in the game permanently. That is all.


I haven't played MXL in years, and while I agree that they make a fantastic addition to this season, I disagree in that they add so much adtl loot, that it will shorten the season tremendously. What I'd like to see is a scaling system, where players in the ladder lead will NEVER see goblins, but players on the low-end of the ladder will see frequent goblins, getting more sparse the higher up the ladder you get until... no more goblins when you've reached the top.


not rewarding the people who spent the most time in the mod, thus not rewarding the mod's team since their financial incomes is mostly coming from theses players.


MXL has 65 gameservers, most if which are paid. Also, they do this in their free time, they dont get paid for it. Do you really think they just put that money in their pocket lke its free money?
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Anonymous:
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Regarding sorc swords - skill descriptions say staff, orb or crystal sword. How ever skills work with warp blades - sorc class weapons which is fine. But since description creates confussion - can update it for next patch. Thanks.

Also firedance description - only mentions cooldown but not the duration of the skill. It is 30s, just my rough counting ?
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PizzaGater
Banned
652 | 9
Istaryu wrote:
PizzaGater wrote:
Taem wrote:
Dominos9189 wrote:Suggestion:

Treasure Goblins are fun as hell and a great addition to the loot mechanic in MXL. I know they were intended to be temporary for 1.8 but they really should be implemented in the game permanently. That is all.


I haven't played MXL in years, and while I agree that they make a fantastic addition to this season, I disagree in that they add so much adtl loot, that it will shorten the season tremendously. What I'd like to see is a scaling system, where players in the ladder lead will NEVER see goblins, but players on the low-end of the ladder will see frequent goblins, getting more sparse the higher up the ladder you get until... no more goblins when you've reached the top.


not rewarding the people who spent the most time in the mod, thus not rewarding the mod's team since their financial incomes is mostly coming from theses players.


MXL has 65 gameservers, most if which are paid. Also, they do this in their free time, they dont get paid for it. Do you really think they just put that money in their pocket lke its free money?


Another chump here. Np.
If they don"t need anything why do they keep on making online only new content ?
If that's not an incentive to get some ppl playing and buying TG instead of playing SP, then ok, I'm an idiot, if that makes you feel better bro.
Another possibility is, you can't be aware of financial issues, even for some people "doing it as a hobby".
I forgive you bro.
ParticuLarry
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I think there are some fundamental flaws in this discussion.

The players that are in the lead all the time are the players that hoard the TG. They'll never buy any TG by donating, because they spend enough time in the game that they'll never need to. The ones who actually pay for it are the ones who don't have the time to play that much.

Adding a scaling system as Taem suggested would basically wipe that income source. The ones that currently buy items don't need to do that anymore, because they get Goblins frequently, while the ones who sell many items atm, won't find as much, and are punished for farming in a farming game.

Which is why I think it's a really bad idea. I do think that treasure goblins should stay, but they shouldn't drop as much as they do now, and they shouldn't be as frequent as they are now. But a scaling system is just as bad as an idea can get.

So yes, PizzaGater is right, even if his premise is wrong and his choice of words questionable.

On another part of that same topic:

Even if they put the money in their own pockets... So what?
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PizzaGater
Banned
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ParticuLarry wrote:I think there are some fundamental flaws in this discussion.

The players that are in the lead all the time are the players that hoard the TG. They'll never buy any TG by donating, because they spend enough time in the game that they'll never need to. The ones who actually pay for it are the ones who don't have the time to play that much.

Adding a scaling system as Taem suggested would basically wipe that income source. The ones that currently buy items don't need to do that anymore, because they get Goblins frequently, while the ones who sell many items atm, won't find as much, and are punished for farming in a farming game.

Which is why I think it's a really bad idea. I do think that treasure goblins should stay, but they shouldn't drop as much as they do now, and they shouldn't be as frequent as they are now. But a scaling system is just as bad as an idea can get.

So yes, PizzaGater is right, even if his premise is wrong and his choice of words questionable.

On another part of that same topic:

Even if they put the money in their own pockets... So what?


I may have been wrong on who is really using the TG purchases, yeah but my point stands.
"Nerf this" "Nerf that" "Nerf them" jesus .. Stop whining about people that are richer than you. That should be a principle of life not just video games lmao