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Amplifying - A Great Issue


MCocktail
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Should the current amping system get changes? And if yes, how?  

66 members have voted

  1. 1. Should the current amping system get changes? And if yes, how?

    • Remove the Amp System all at once
    • Cut the Amp levels at 5+/6+
    • Remove the Signs
    • Make signs better available to get without MCoins
    • Nerf the amount of damage got from amping
    • Nerf the amount of def got from amping
    • Nerf the amount of damage AND def got from amping
    • Ruin/Enhance Sign Economy (VERY expensive (like ~1399mcoins per set sign))
    • Ruin/Enhance Sign Economy (VERY cheap (like ~30mcoins per set sign))
    • Make Different signs apart from common sign (for e.g. +0-+5 or else) available
    • Meh, no change needed, and the game is balanced as it is


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tl;tr:

 

 

The main community thinks that high amp = pro, which isnt the case

Signs are the tool for rich guys for punching the rest of the peasants

 

 

So, as you all know, there is an actually awesome mechanic called amplifying- improving your weapon/armor without enchanting. It can give a bit extra awesome for your lame weapon/armor if it is too weak, improving its damage/defense stat. That extra awesome goes up to ~100%/~200% more dmg/def than the normal instance. And this extra awesomeness is the issue. Because, apparantly allready skilled players, really knowing their char, playing since the mere concept of WSO was created, are getting beaten today by high amp noobs. This extra awesome is overcoming the actual awesomeness of the pros- and it's unacceptable- because- simply, players are now blind, about if they are really pro or noob. Because the amp is being more important than the actual skill. This leads to a very close minded opinion:

INFO: Player Mlgamppro has amped [+7 Hatchet of Sudden Doom] to [+8 Hatchet of Sudden Doom]!
-OMG
-nice
-lel amp
-PRO :* -congrats
-axe/axe is for losers

  • High Amp can easily wreck actual skilled people now
  • It is poisoning the view on pros, and skilled people

So when you are amping, there might be the risiko of having a unfortunate amp-failure, either break, downgrade, or even merciless loss of the item. The rate of success decreases (massivly) with higher amps.
(Un)Fortunatly, there is a protection against that.
You can either insure your item by directly paying 59 miracle coins, Insure it with an item called "Sign of Imperishability", or go to the dice if you have the guts or are too poor for that. Direct pay method is inefficient (1 set of signs, costs less than 10x this insurance), so lets ignore it first. Signs, can be obtained in the Miracle Shop, for a not that cheap price of ~450 Miracle Coins per set, or 59MCs per piece. Sure, the sets are cheaper than buying the signs per piece. This is a quite high price, regarding the fact that 1$ = 100MCs (excluding higher prices or weekend).
The protection enables rich persons to amp like they want even if they are not skilled, but the poor cant buy it, and either must use 0+/1+ weapon or taking the risk to go to until 4+.
This is the reason why amping is poisoning the game. Sure its fine having a pay to win concept but the Benefits from Amping are too much.

  • Signs insure from a failure
  •   -> Signs lead to success when used in masses(, and u need money for that)

.
.
.
 
The main evil is the clichee that high amp people automaticly means that they are pro, because simply, they have high damage.
 
There are two main ideas to repell that:

  • Removing/"Debuffing" Sign/Insurance

That way, every player is equally (more or less) ducked by the mercy of the amping system.

  • Removing/"Debuffing" The entire Amplifying System

This leads everyone to have equal chances when having the same weapon. If they however dont have the right weapon of their choice, regarding in their equipment (Novice or Event, SD or Crafted (simple) Weps), that is simply their own problem.
 
 
Because these two are very heavy methods, we may split into smaller, but surely effective tweaks:
 
Insurance:

  • Making Signs available for poor users

Such as in Arena Shop, Drops in Dungeons, Boss Drops. That way, players may earn their signs when playing.

  • Massivly Increasing the price of Signs and Direct Insurance(59MCS method)

This is not that effective, since rich players also may afford signs. But atleast they have to bleed more for High Amps
 
 
Amplifying:

  • Decrasing the amp numbers (6+ to 10+) or decreasing the damage (more than half in upper amp Level)

The advantage over normal peasants is smaller that way
 
 
I personally think the yellow ones are the best, because all in all, the Amplifying System was a nice idea.
 
 
Thank you for the time you took to read this. I will further edit my post when i find something mentionable or having to correct it, if it doesn't get locked (because simple nerfing posts are getting locked right away).
 
If you have any ideas or things to mention you can always post your thought under here.
 
Sincerly,
the merely butthurt but trying to save the game and its users,
MCocktail

Edited by Molotow Cocktail
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Removing the signs is a good idea, but the high-amped players already have +10.

Removign the entire amp system will decrease the warspear population because people are going to rage quit because they can't save themselves.

Signs should be added in the arena shop, suggested before, if I'm right.

Signs are already boss drops and dungeon drops, so you got that going for you, which is nice.

59 mcoins for signs is by far not enough, just make it 149 mcoins a piece and 1299 a set. Indeed, let the richies bleed (sorry for any opressive language).

A +10 weapon is +93,33% extra damage. Decrease that to max. 50% damage. Armor should not be +201%, but +100% max.

Yes, amping is a nice addition, it should only be nerfed;)

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Every tower drops them. Signs are "consumables."

I'm pretty sure that's not the case.

 

As for the topic: Yellow suggestions gogogo.

 

Rangers and rogues entering that 900 dmg territory. 

 

That's

not

fun.

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So much pointless effort into a post, amplification system will never change, period, this system has been one of their main money maker for 3 years..

 

Signs at 20k for set, or even lower, it's relatively easy after awhile to average amp to 6/7, nobody is pro because of high amp, if you commit to this game, you will get nicely amped from selling drops or other ways in the end.

 

Nobody is "pro" high amp or no amp, or being old, this game barely lacks any skill, pot shot and kite, chain stuns correctly, gear correctly or simply, follow common sense (don't walk into that banner with stealth!), nowadays its nuke or get nuked.

 

Nothing to be considered professional about WS..

 

The main problem, is releasing items lvl21/22/23/24/25 every couple months, having one set viable for a year or more, is good enough for anybody to amp decently, rich or not.

Edited by Sulla
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Almost all ""free"" to play"MMOs today r pay to win... We will maybe have a equal game for poors and richs when Russia make a new Soviet Union and become socialist again... Or no.

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I'm thinking a couple of months of making a MMO game where the only premium good is a monthly payment of $4,99 (Not required to play the game) and so get some extra xp and gold. But I can't code so that idea will probably not going to happen.

Is that your kind of an old-school "fair" game?

Edited by Nosotraes
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1) drastically raise amp success rate (especially past +6) OR make max amp = 6

2) make signs obtainable (and farmable) without mcoins

3) reduce damage/defence advantage for each amp level

 

Since 1 and 2 will make aigrind lose money, maybe suggestion 3 is the best.

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Make max amp +6? Then make it something that makes sense.... +5 is good :good:

Signs are dropped from dungeons and bosses. It's in all the announcements.

Defence and Damage should be at max +50% extra damage and +100% or +75% armor.

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Make max amp +6? Then make it something that makes sense.... +5 is good :good:

Signs are dropped from dungeons and bosses. It's in all the announcements.

Defence and Damage should be at max +50% extra damage and +100% or +75% armor.

 

+6 makes sense because it is were the amping stops being easy.

Signs are not dropped from dungeons or bosses. It is only obtainable by:

1) miracle shop

2) mentor chest and kotaravva chest (ultra low change to get 1 sign this way)

3) tournament chests

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+6 makes sense because it is were the amping stops being easy.

Signs are not dropped from dungeons or bosses. It is only obtainable by:

1) miracle shop

2) mentor chest and kotaravva chest (ultra low change to get 1 sign this way)

3) tournament chests

Hmmm..... yes, ok.

+6 is good.

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Why is it that "High amp doesnt make you pro" has evolved into "High amp makes you noob", theres alot of very skilled high amp players, amp and skill go hand in hand in winning, both are critical, though a +10noob ranger can prob beat an unamped pro one. Any1 who wants to petition to remove signs from shop, remove amping, or put signs in arena shop obviously has no idea how the real world works.

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Lol i dont care about ampers cuz they always like killing there enemies instantly that is what i want too but stupid.

I dont care if they spent all there money even if its 0% amp amp amp wheres the fun? better to lost a weapon than get +10.

Edited by Sеduce
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im a +0 noob anyone with +1 weapon/armor always beats me

 

 

sorry i didnt read thread, i just love trying to imply +0 doesnt mean noob

 

Edited by ¯\_(ツ)_/¯
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to me, the introduction of op new skills has made arena matches shorter in duration than amping probably has.

i mean, nowadays 2 average/high amped rogues/rangers can get u killed in 2 seconds with all those flashy new skills in a combo even if you are a properly geared tank.

i remembering surviving those easier when expert skills were not introduced yet.

like sulla said, nuke or be nuked. its like we are all glass cannons.

 

anyway, i would agree to lower the damage (heals too) but the defense should remain, as that would mean a longer and more interesting match.

 

 

off topic, it is possible to get +10 without mcoins.....

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I think amp system should stay but the problem is that it gives way too much advantge over others. Amp bonus is not linear. The bonus you get from +9 to +10 is higher than the bonus you gain from +8 to +9 and so on. I say nerf the bonus you get on each amp level. Sign buyers (like myself) will still buy mcoins to amp. But fights vs low amps should get a little more balanced.

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im a +0 noob anyone with +1 weapon/armor always beats me

 

 

sorry i didnt read thread, i just love trying to imply +0 doesnt mean noob

 

I know that feeling. 

 

Signs at 20k for set, or even lower, it's relatively easy after awhile to average amp to 6/7, nobody is pro because of high amp, if you commit to this game, you will get nicely amped from selling drops or other ways in the end.

How will I get drops if I don't get invited because I'm a "+1"noob""?

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How will I get drops if I don't get invited because I'm a "+1"noob""?

 Steal their bosses and beat them in arena to demonstrate your dominance.

 

Why is it that "High amp doesnt make you pro" has evolved into "High amp makes you noob", theres alot of very skilled high amp players, amp and skill go hand in hand in winning, both are critical, though a +10noob ranger can prob beat an unamped pro one. Any1 who wants to petition to remove signs from shop, remove amping, or put signs in arena shop obviously has no idea how the real world works.

1. Do you know how the real world works?

2. The gist of this rant is, that noobs beat pros, only because of a feature that doesn't affect or interact with your skill whatsoever. It hasn't evolved into that. But it's going to happen, and we are trying to stop it.

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 Steal their bosses and beat them in arena to demonstrate your dominance.

 

1. Do you know how the real world works?

2. The gist of this rant is, that noobs beat pros, only because of a feature that doesn't affect or interact with your skill whatsoever. It hasn't evolved into that. But it's going to happen, and we are trying to stop it.

:good:

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I'm pretty sure that's not the case.

 

As for the topic: Yellow suggestions gogogo.

 

Rangers and rogues entering that 900 dmg territory. 

 

That's

not

fun.

EVEN BD'S AS ERAKLESS GET THAT THAT DMG NOW ;D  :mega_shok:

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I know that feeling. 

 

How will I get drops if I don't get invited because I'm a "+1"noob""?

By playing the game,

 

swamps, farming mobs, quests, reselling, multiple ways to make gold, this week 16k signs on discount even..

 

If you are still +1 after couple weeks / months, that's the players fault for not trying to become stronger, waiting to be spoon fed or simply wants to stay that way and call others high amped noobs, average +6/7 is not hard.

 

with or without MC.

Edited by Sulla
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if you are playing without mcoins, then perseverance is the key to your success.

by persevering through all the mundane quests, selling 30/40 quest items in market, doing free arena, doing free dungeons etc, only then are you able to have the initial gold for the real gold making in mass reselling.

there are always some cheap deals popping out of trade/world chat and the market too if you try to observe carefully...

 

 

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if you are playing without mcoins, then perseverance is the key to your success. by persevering through all the mundane quests, selling 30/40 quest items in market, doing free arena, doing free dungeons etc, only then are you able to have the initial gold for the real gold making in mass reselling. there are always some cheap deals popping out of trade/world chat and the market too if you try to observe carefully...

 

i agree completely, as a F2P player i managed to get a personal lv2 guild 100% free all through perseverance and flipping market items 

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i agree completely, as a F2P player i managed to get a personal lv2 guild 100% free all through perseverance and flipping market items 

And here you can distinguish pro players to noobs and personally the real players of warspear know hwo this people are ;)

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By playing the game,

 

swamps, farming mobs, quests, reselling, multiple ways to make gold, this week 16k signs on discount even..

 

If you are still +1 after couple weeks / months, that's the players fault for not trying to become stronger, waiting to be spoon fed or simply wants to stay that way and call others high amped noobs, average +6/7 is not hard.

 

with or without MC.

I'm busy with school at the moment.

Swamps got me many money, indeed, but I need repair scrolls for that.

Quests.... School, as said before.

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You can be proud if you have a good amped weapon, that didn't required any money.

 

But the price of signs isn't the only to dive. Swamp items is also reducing. Stop talking of swamp like if it was easy to make money, that swamp will make you rich fast. It's over. Especially since ayvondil/horror circus/snow boundaries came out.

And I think we all agree that those 3 kind of dongeon didn't make you richer.

 

Seing how difficult it's to make money, you will need time, a lot of time to complete all the daily quest, that will turn you as a stupid cheep.

 

There is nothing to be proud in the fact of neglecting your real life for a +6 staff or hat.

 

i got the lv22 amulet physical damage + health + penetration from horror, only did 3 dungeon runs. made 600k.

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i got the lv22 amulet physical damage + health + penetration from horror, only did 3 dungeon runs. made 600k.

Hmmmm depends on peoples luck too i made so many dungeons and no drop, but don't get me wrong im not complaining this is what makes the game fun, the fact that you try to get rare equip or weaps ;)

You just have to keep trying

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Hmmmm depends on peoples luck too i made so many dungeons and no drop, but don't get me wrong im not complaining this is what makes the game fun, the fact that you try to get rare equip or weaps ;)

You just have to keep trying

Or rage quit. Now can we please return to the amping issue topic?

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amping = money

 

money = flipping market items/kill boss/dungeons/etc  :blush:

 

spending actual $$$ is just a shortcut, since most players dont want to work for their items

 

>new update, new weapon and armor. event will last over 30 days

>people spend real $$$ just to have those new items on the first few days of event

>30 days later its worth over 50% less, and easily gained within 30 days for free

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How will I get drops if I don't get invited because I'm a "+1"noob""?

 

be friends with high amped or average amped players...

I used to be persuaded/be invited by my friends with myself +3 and my friends up to +7 lol...

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Be friend with rich players, that's what you're suggesting ?

Selling your self esteem just to be invited in dongeon looks fantastic.

There is no reason that some peoples have to amp, and then have to help the lowest amp to do their stuff.

ofc not, they were all my best friends, we did help each others, as myself a healing class, they also needed me as a healer... But since 1-2 one year(s) ago, i had just do arena with 14s chars, still they helped me in amplying and gathering the eqs, i was so thankful to them... Farming labyrinth times was the best moment for me... Missing them all...

So, if u have a good attitude/kind heart, u will always have people helping u... Everything need an effort and sacrifice...

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be friends with high amped or average amped players...

I used to be persuaded/be invited by my friends with myself +3 and my friends up to +7 lol...

Well, I'm in a strong guild, so should be possible. If I don't have school ofc.

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The feeling of an active, nice guild is super awesome right?

 

Is there actually a guild with signs in its wh? And nobody really bothering about it because allready 9+?

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The feeling of an active, nice guild is super awesome right?

 

Is there actually a guild with signs in its wh? And nobody really bothering about it because allready 9+?

Not in Animosity, else I would have taken all of them ;D

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