Hi All,
I'm new here - new to the game and having a blast. First I wanted to say thanks for this list; it is invaluable, but I have something I want to share on nurture over nerf.
I have been playing games a very very long time and I hope these Frontier folks appreciate the "nurture before nerf" lessons of the gaming past, and the subsequent new approach on things, (and I'll add) by the more enlightened studios.
In this case their economy has developed a long haul system and I hope I didn't understand correctly when I read they're nerfing it? This long haul development and developments like it are what can make a game like this bust out of it's current graph with exponential growth as it attracts "care bears" which is to say, people who like to haul/mine/tradeskill and this is exactly one of those cases where you want to let the tail wag the dog.
I was playing and kiting in EQ1 on the plains of Karana when Verant (afterwards Sony) tried to nerf kiting. Later it grew into a thing for many classes and a mechanic that was required in dungeons and raids and became central to the necro and druid classes among others (fear/reverse kiting etc). No one foresaw kiting - it was a life of it's own having sprung from the game and class designs and mechanics themselves.
Please don't make the mistake of nerfing what should be nurtured; it might come to define the very success of the game and be the direction sought.
Just my thoughts on this subject.
Cheers!
I'm new here - new to the game and having a blast. First I wanted to say thanks for this list; it is invaluable, but I have something I want to share on nurture over nerf.
I have been playing games a very very long time and I hope these Frontier folks appreciate the "nurture before nerf" lessons of the gaming past, and the subsequent new approach on things, (and I'll add) by the more enlightened studios.
In this case their economy has developed a long haul system and I hope I didn't understand correctly when I read they're nerfing it? This long haul development and developments like it are what can make a game like this bust out of it's current graph with exponential growth as it attracts "care bears" which is to say, people who like to haul/mine/tradeskill and this is exactly one of those cases where you want to let the tail wag the dog.
I was playing and kiting in EQ1 on the plains of Karana when Verant (afterwards Sony) tried to nerf kiting. Later it grew into a thing for many classes and a mechanic that was required in dungeons and raids and became central to the necro and druid classes among others (fear/reverse kiting etc). No one foresaw kiting - it was a life of it's own having sprung from the game and class designs and mechanics themselves.
Please don't make the mistake of nerfing what should be nurtured; it might come to define the very success of the game and be the direction sought.
Just my thoughts on this subject.
Cheers!