Number 5 on IMC’s priority list
[quote=5. Readjust the efficiency and cost of enhancement/transcendence.][/quote]
Can be read here: https://treeofsavior.com/news/?n=852
Basically, IMC wants to make transcending easier so other players can catch up to the most hardcore players without introducing a cap to transcendence levels (because they don’t want to render time spent on transcending, up to this point, useless).
So I thought I’d stress my opinion on transcending. Uncapped damage potential for weapons through transcending (or any other means; looking at you, +25 weapons) is ■■■■■■■ nuts. It’s always been ■■■■■■■ nuts. But that’s the system we have right now… so working from there, I think a cap should be introduced but with the exception of “grandfathering” in current transcended items. However limiting those items from being transcended further.
Current transcended items would remain just as powerful as they are now, though in comparison to new items coming up to the transcendence cap, they would be highly desirable in-game relics. But would inevitably fall off when R9 and, more so, R10 come around.
Anyways, having a cap on potential power in a game will keep players competitive and that builds a healthier community. I mean, active members slinging ■■■■ at eachother from the forums to the battlegrounds. That uncapped business is what keeps a game from reaching full potential. Don’t believe me? Just look at ESO. ESO’s full of potential. ESO decided to introduce their own uncapped player bonuses at the start of the new year in 2015, known as the “champion system”. Oh boy, new players came in because this was some obnoxiously massive update that was 50+ pages of patch notes. It was ill received. The forums and ingame discussions flooded with talk of doomsday. The playerbase listings in Steamcharts showed a higher peak in players but an overall drop in averages; meaning, lots of players were coming in to look at the new changes, mostly the champion system since that was being pushed and advertised so hard by ZoS (ESO creators), and they did not stay for long. The game even struggled when it first went F2P, it sputtered for a while, then holy ■■■■■■■ ■■■■ 30k peak players when they introduced ■■■■■■■ player houses. Get the ■■■■ outa here.
Player houses were the missing ingredient, that’s what ToS needs.
Anyways… You can’t have active, competitive players if the game is about stacking rocks as high as possible (analogy for time invested) but a handful of players have the highest stack and nobody can hope to reach their height. It should be about how well the rocks can be stacked (analogy for skill after certain period of time invested) in a 10x10x10m space (analogy for upgrade caps).
Some of the caps I have in mind going forward:
- Limiting transcendence levels to x number (i.e. 5 stages of transcendence)
- Introducing the same 51:49 ratios that we have with normal equipment upgrading (Safe up to stage x then increasing difficulty of successfully transcending)
- Changing the means of transcending; getting rid of the current item system for transcending and replacing it with floors completed in ET, or some other means (clear up to the 5th floor and transcend your equipped weapon to stage 1, etc.).