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Post by crystalrayn on Dec 30, 2008 19:33:01 GMT -5
Well, well well. Burtosis you have got to remember this is just a game. Jack has learned the system and knows what to do and does it quite well as it shows in her numbers. You need to back off and work on your own thesis. Worry about your score and what to do to blow it sky high. Stop whining when others have exceled and left you below. You can crunch numbers all day, but the end result is this is simply a game. Enjoy it, exult in your accomplishments, but don't let it consume you. Accept the fact that Jack is a better player and move on. You have a problem with that then simply defeat her ghost - if you can
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Post by burtosis on Jan 2, 2009 10:17:23 GMT -5
lol crystalrayn. Why so harsh?
From my perspective I have been quite well behaved if you look at it objectively and in addition have been apologetic for the few points that I was not good enough on. Just wondering if you read the comments above or just the first few posts before posting.
The use of weapons (agree it was probably not the devs intent) almost completely removes chains or multipliers from the points equation. Within 10 game seconds it is very easy to get to x85-x90. When you start at x1, and gain x1 for every chain, after just nine chains you are getting one thousand percent (10 times) more points per popped brick. If you start at x90 and gain x1 for every chain, after just nine chains you are getting just ten percent (1.1 times) more points per popped brick. Finally, there is an additional delay to chains while you wait for the bricks to fall and in the requirments of a more difficult setup. The additional time makes chaining slower than fast juggling. This multiplier dillution drags chaining down and makes it not as relevant as in the past. The game made a switch from chaining and multipliers to fast juggling with the Arena.
As far as the rest goes I like the idea of not changing things too much in favor of adding an additional element or two to the game. Any good game needs multiple paths to win. With a fixed point total, this is a bit trickier to do. Games like chess or go have simple rules with a rock-paper-scissors type strategies where no one will beat all the others. Perhaps adding more leaderboards for different aspects will help. Eliminating the weapon effects from chaining and removing multi weapon chains (such as multicolor alchemy) would restore balance between being fast and making chains. Some weapons gaining multipliers is good because it reduces chains from being the only path to high points. I personally think making chains is more fun than being fast but that is just me.
I think striking the right balance between fast juggling, chains, orb attacks, and weapons is what will finally tweak a good game to being perfect. So in order to get the highest score, you would need to utilize all of them, and well, at the same time
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Post by tallywacker on Jan 4, 2009 0:46:54 GMT -5
I was saying something to that effect, while a certain method or tool combination will always shine through or have an edge over any others, the current exploit pretty much demolished any hope of expirementation with other tools. I would like to see the exploits fixed and the board reset, now that there is plenty if dueling experience and data, re vamp all the tools to try and create a little variation and balance. As I should be grinding a new ghost myself, and you can actually start off with a higher multiplier after the first two tools as stated :-) And by the way, it seems if to many blocks are popping at once it doesn't let you move perfectly moveable blocks until you lose the multiplier
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Post by burtosis on Jan 4, 2009 11:11:28 GMT -5
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Post by nymphix on Jan 4, 2009 15:55:33 GMT -5
I agree with Jack. As the game evolves, so will the strategy. If you want to change the way that people effectively play the game, don't take anything away-- Add something new!Karma because i agree
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Post by burtosis on Jan 5, 2009 10:54:34 GMT -5
Well nymphix I am wanting the game to go that way too.
However, right now all blueprint challenges (except the first) can all be beat easily and reliably, with the same method, in less than one second. I'm fairly sure this was not the devs intent, and from what I gather, this never came up in beta testing.
So the weapon effect chaining takes away all challenge to the blueprint challenges as they are. One fix would be to require 2500 or 5000 crystals instead of 250 in the same time for the level 8 ones. However, this would then require you to use the weapon tricks to be able to beat the challenge. Or perhaps someone will think of something better. But something probably should be done about that.
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