AfterWorld Survival Forum
Discussions => Gameplay Discussions => Topic started by: Anti "Ether" Danilevski on April 14, 2014, 02:16:02 pm
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Hello everyone.
Many of you have sent me files with mobs toughness. After compilation, I've got more or less reliable opinions, except for one creature: Bolotoid boss. Everyone marked him as a very tough, average 3 kills per hour. At the same time, Mrazoid boss appeared to be a lot less tough: 17 kills per hour. So do you really think that Bolotoid is so strong and if he is so strong - why? What makes Mrazoid weaker?
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the bugor as we used to call him aw does verry high dmg 170 dmg wich is insanely high especialy if you see the dmg off a overseer around 30.
I am surprised that people can even kill 3 off them must be with verry high armour then.
guys correct me if i am wrong but i have not ran into mrazoid bugor yet? are they out there?
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i don't remember seeing one around.
SO even the top players find that bugor tough hehe. It may be a bit unbalanced compared to the lesser bolotoids. For me seeing the bugor is a death sentence heh
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Mrazoid Bugors are at Turukhansk.
(I die from one hit) :)
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guys correct me if i am wrong but i have not ran into mrazoid bugor yet? are they out there?
Yes, Mrazoid bugors are out there. One usually hangs around Turunansk out-post shortly off the pad area. I came across one when hunting deminers one day and went too far east.
@Anti, yes Bolotoid bugor "Boss" is much stronger. I don't know why he is 'death waiting to happen' but I avoid him at all cost. If this "Boss" can keep away the higher level players from tangoing with him, then I know not to.
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in my list I marked the mobs as i wish to be not how they r now, maybe this enlighten a bit
but if we start this discussion, I hope I manage to make a video about those 2 big bois, and post it here,
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ah yes my bad i remember them :D
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Mrazoid Bugors are at Turukhansk.
(I die from one hit) :)
oh yeah. how could i forget that one! it killed me enoumerous times....
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I died 3 times in tururk from mraz bugor. was obliged to run 2 to turret to be able to escape the area :p
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If you haven't yet seen the Bolotoid Bugor in-game yet Anti, you should do so and you'll have your answer right away.
All maturity levels of Bolotoid and Mrazoid have what I consider to be low HP and damage levels except for the Bolotoid Bugor, which has very high HP and does as much damage as some of the largest bots and most difficult mutants and animals in the game. All levels of Bolotoid and Mrazoid have what I consider to be a medium attack/aggression range except for the Bolotoid Bugor, which has an attack/aggression range almost as big as the radar - if you see its dot on your radar and don't realize that it is a BB you'll be attacked and dead before you really realize it. All levels of Bolotoid and Mrazoid are of roughly the same size, with each higher level being slightly larger than the last except for the Bolotoid Bugor, which is larger than an Outpost building!
The BB is so legendarily large and powerful that when I saw my first Foulito Bugor I was sure I was going to be dead soon even though it wasn't huge like the BB. I still went in for the attack anyway and found out that it wasn't ridiculously more difficult than the other Foulito maturites, unlike the BB.
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If you haven't yet seen the Bolotoid Bugor in-game yet Anti, you should do so and you'll have your answer right away.
All maturity levels of Bolotoid and Mrazoid have what I consider to be low HP and damage levels except for the Bolotoid Bugor, which has very high HP and does as much damage as some of the largest bots and most difficult mutants and animals in the game. All levels of Bolotoid and Mrazoid have what I consider to be a medium attack/aggression range except for the Bolotoid Bugor, which has an attack/aggression range almost as big as the radar - if you see its dot on your radar and don't realize that it is a BB you'll be attacked and dead before you really realize it. All levels of Bolotoid and Mrazoid are of roughly the same size, with each higher level being slightly larger than the last except for the Bolotoid Bugor, which is larger than an Outpost building!
The BB is so legendarily large and powerful that when I saw my first Foulito Bugor I was sure I was going to be dead soon even though it wasn't huge like the BB. I still went in for the attack anyway and found out that it wasn't ridiculously more difficult than the other Foulito maturites, unlike the BB.
Totally agree with Brick,this sums up Bolotoid Bugors .. gl
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I've seen all the monsters (including those that are aready now and waiting for us to add them into the game). But I have infinite power and able to kill anyone. I've been curious why players are thinkig that Mrazoid boss is six times easier than Bolotoid boss.
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Low level player's can't adequately evaluate high level mobs, just like higher level players can't evaluate low lvl mobs.
With Bugor, i think the whole idea was to make everyone equal when they meet this unique mob, beginners and ubers alike. We had to get past Bugor to travel to the zones behind it. Bugor was so obviously and hopelessly overpowered that it forced us to think out of box, invent tactical solutions and use teamwork. This was lot of fun... But it doesn't work that way any more. Nowadays ppl have skills and gear that make even Bugor just another big mob. Boring!
So, maybe it's time to fix Bugor, make it unbeatable again. ;)
(Don't get me wrong, i don't mean all higher level mobs should be made more powerful, just one extreme example in game would be enough.)
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I've seen all the monsters (including those that are aready now and waiting for us to add them into the game). But I have infinite power and able to kill anyone. I've been curious why players are thinkig that Mrazoid boss is six times easier than Bolotoid boss.
Ummm .. since you are able to see that actual attributes of both Mrazoid and Bolotoid, are you saying that the difference is not apparent from the developer internal view?
If the players experience and the developers expectations differ there may be a something 'buggy' about the implementation of the Bolotoid(?).
One way to test this is to create an avatar, copy the current attributes of a player and see if these give the correct damage / survival to the two creatures. In god mode, you can resurrect yourself and teleport yourself to the creatures in question.
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I've seen all the monsters (including those that are aready now and waiting for us to add them into the game). But I have infinite power and able to kill anyone. I've been curious why players are thinkig that Mrazoid boss is six times easier than Bolotoid boss.
maybe since it seems most people don't know of the mraz bugor, maybe the comparison you are seeing is actually the next mraz down?
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Ummm .. since you are able to see that actual attributes of both Mrazoid and Bolotoid, are you saying that the difference is not apparent from the developer internal view?
If the players experience and the developers expectations differ there may be a something 'buggy' about the implementation of the Bolotoid(?).
One way to test this is to create an avatar, copy the current attributes of a player and see if these give the correct damage / survival to the two creatures. In god mode, you can resurrect yourself and teleport yourself to the creatures in question.
Actually, Mrazoid (by his stats) is stronger than Bolotoid :)
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Come to think of it, I can't say that I can 100% recall seeing a Mrazoid Bugor. It's possible that they are much less common than even the rare Bolotoid Bugor and it's true that Mrazoids are more difficult to kill than Bolotoids because of their resistance to the three most common player damage types. But the most difficult part of killing a BB is the fact that they deal a tremendous amount of damage with each standard hit - so much so that their avoidance strike-throughs are not any more dangerous to the average player - that their attack range is so extremely far that it's very difficult to avoid them. For most players, as soon as you realize it's there you're already dead since it can't be outrun by most players either.
The greatest problem is that there is a very distinct divergence from the damage output curve for the BB (and apparently the MB). Looking at the wiki page for the Bolotoid (http://wiki.afterworld.ru/wiki/Bolotoid), the maximum damage as reported by players increases steadily (17.0, 23.0, 25.0, 27.3, 31.7) until the Bugor is reached, then suddenly the damage jumps to 168.2. The situation is similar for the Mrazoid (http://wiki.afterworld.ru/wiki/Mrazoid): max damage increases steadily (14.4, 19.7, 26.8, 31.3, [no reports for Overseer]) then suddenly jumps to 129.0. Being player-reported I'm sure that these figures don't quite match what you see in the mob database, but it shows that the Bugor level seems to be massively overpowered if just compared to the rest of the maturity levels. However, this does also match with the Razor situation and I think the Bear situation, but when you look at the Foulito (http://wiki.afterworld.ru/wiki/Foulito) it doesn't match at all. Foulito damage is just a steady increase even with a Bugor maturity: 14.6, 18.9, 24.8, 24.6 (we obviously need a closer look at the Leader), 28.2, and 39.4.
So are the Foulito Bugor and other top-level mobs bugged or are the BB, MB, and RQ special for some reason? I just looked through all of the mobs listed on the wiki and the Bolotoid, Mrazoid, and Razor are the only three mobs that show such a dramatic increase damage output.
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It's by design. I don't know if it will remain that way, though.
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i like the idea of having mobs that it takes a group of people to get past, or a really uber uber. gives us something to think about instead of just running around. both bugors and the queen are good for this right now. some bots later on.
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I've seen all the monsters (including those that are aready now and waiting for us to add them into the game). But I have infinite power and able to kill anyone. I've been curious why players are thinkig that Mrazoid boss is six times easier than Bolotoid boss.
maybe it is a good idea to also have an ava with (normal) strenght and no infinite power so you can actualy test and experience how it is for all off us in aws.
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i like the idea of having mobs that it takes a group of people to get past, or a really uber uber. gives us something to think about instead of just running around. both bugors and the queen are good for this right now. some bots later on.
Not all MMO players are seeking group play, its a bit of a sad day when an MMO has a mandatory requirement to have to be in a Society or needs to group up to travel a map.
Imo, there are two aspects for a successful MMO that appeals to a diverse audience:1/ you shouldn't be forced to participate in PvP to progress in the game, whether it be skilling or crafting or hunting etc. 2/You shouldn't be forced to have to group up to do the majority of actions, such as skilling, or crafting or hunting, although if it was to be advantageous it would be with hunting.
The Bolotoid Bugor up near Chemy was ok for solo players, you could travel around it if you were careful, and had one eye permanently on the radar.So you had to get past it but you could still travel around the map and through to new zones, just took a bit of work,
Zen
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first keep in mind that i havent been playing much of AWS ever since it came out, well, for many reasons. But i keep an eye on the game and come in once in a while, and read every post in the forum.
I have only seen a Bolotoid bugor once or twice, it was around 6months after AWS came out, in the swamp, on the exit of the swamp building. Once, i was with Life. Life aggro'd the bugor (luckily) and so I was able to heal Life (occasionally he had to heal also in addition to mine) and we defeated him. Another time I was with Axle and i aggro'd the bugor and died in two hits because i wasn't healing ^^.
Now for the mrazoid bugor i have fought them many times in AWS, but havent been able to kill one. I can survive and fight them for a long time, but eventually i will have a 2 critical hits or 3 crititcal hits or for example - crit, normal, crit crit, normal normal normal, crit crit crit and so i die.
My skills are probably higher now than before, but i consider myself medium skilled/above average
in general both mobs are tough. foul bugor is really easy (for me)
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Not all MMO players are seeking group play, its a bit of a sad day when an MMO has a mandatory requirement to have to be in a Society or needs to group up to travel a map.
ah but one doesnt need a group to get around a bugor.. only to kill it That is why it seems perfect in AW. you might die a time or two trying to get past it, but if your smart each death repositions it for the next try.
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Not all MMO players are seeking group play, its a bit of a sad day when an MMO has a mandatory requirement to have to be in a Society or needs to group up to travel a map.
ah but one doesnt need a group to get around a bugor.. only to kill it That is why it seems perfect in AW. you might die a time or two trying to get past it, but if your smart each death repositions it for the next try.
Perhaps with the exception of the Bolotoid Bugor in the swamp ... which is a real pain to move off the path to the outposts.
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about those 2 big bois, if we will have places where they crowding, I don't think anyone is able to kill them if they r in large numbers, so when some mentioned 3/hour I believe was meant to be linked whit the respown, let say I go to hunt mrazoids, and a Bugor pup op in my radar while I hunt, if they r strong as some suggested I might be able to kill it hardly, this will drain some of my hunting time, ...heal shoot heal heal heal shoot, until is dead, and i continue to hunt, ....20-25 mins later another one pups up, I can handle, but if there r 10 mobs and I cant hunt between them I see no point ( considering this mob is strong enough to challenge the high skilled players)
"little" one
http://youtu.be/3qe6wZ_81qM (http://youtu.be/3qe6wZ_81qM)
and the "big brother"
http://youtu.be/oTNYV8FuFQ8 (http://youtu.be/oTNYV8FuFQ8)
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Dammm that scary guy in video is only wearing pants
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ya you can see the bol is much harder to survive then the mraz in those videos. good job hulty
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
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haha the second video looks like a bolotoid orgy :p
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
ya but watch the upper chat and you can see the bol bugor hits compared to the rest. the bol bugor doing over 100. the mraz was like the in 10 with highs in the 40s. tells me the bol is at least 2-3 times hared if not more.
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if my HTH wasn't 300, well the video would been bloody, the Bolotoid got me all most killed, I had to use the E2-HK,
but the relevant moment was the hunt using the HK-A5 for that, when I had to change ammo the dmg I inflicted is average 55dmg, witch place that in most of the medium players dmg, the time to kill one is not long even whit that dmg, and my opinion is those kind of mobs has to be legendary mobs, something u need to be afraid of, a challenging one, even in teams, would make it be fierce, and the kill had to have a big reward for all that truble
cheers
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you mean not the 0.03kg brains loot we get for killing one now? awwwww
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
Proof that AWS has been pay-to-win for far too long. I don't know your schedules at all, but as a person with a full-time job there simply would have been no way to get to those levels of avoidance, health, weapons, etc., etc., etc. without SNIs and now there are several players that have nothing more to gain until some major new stuff is added to the game. It's good that not everyone could do this or else this game would already be dead for lack of excitement, but in my opinion it's too bad that it was possible at all.
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
Proof that AWS has been pay-to-win for far too long. I don't know your schedules at all, but as a person with a full-time job there simply would have been no way to get to those levels of avoidance, health, weapons, etc., etc., etc. without SNIs and now there are several players that have nothing more to gain until some major new stuff is added to the game. It's good that not everyone could do this or else this game would already be dead for lack of excitement, but in my opinion it's too bad that it was possible at all.
don't get me wrong but to me proofs exactly the opposite, when me and other players saw the game, we believed in this game, we all have full time job, more or less, either we had to hire others to farm for us, or bought skills from players who lost trust in game or, or we bought full avatars, ( those were the times don't blame us because we had this option available, was available for everyone not just us, .... us just believed worth to invest in , that's all )... and because all we had full time job and we chose to achieve some goals that doesn't mean were not available for everyone, I remember many many players complaining here and there, "this game is bad, that is bad, we don't trust anymore, we don't give a crap, bla bla bla" well we didn't, and we chose from full time job to buy, or convince others to give us for free, everyone managed to do as he could beast, that was the truth, ....so to me pay to win was stage of the game, old chapter was closed, new chapter is open, and the game will have some legends worth to exist in game, to show others how is to be there on top, and to wish to be there , if those first places were empty, would be a sad game, full of noobs and no1 would know for years how is to be that way.
so the chances were equal for everyone, some toke those chances, some didn't either for lack of trust or for lack of interest, but don't point finger and blame those 10-12 players v high skilled AWS has
cheers
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Actually, Mrazoid (by his stats) is stronger than Bolotoid
Have always suspected the mobs after they're designed and released into the game will evolve and take on a life of their own.
Just another urban legend obviously... but those legends about unbeatable mobs and immortal avatars is what makes the games tick. ;)
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
Proof that AWS has been pay-to-win for far too long. I don't know your schedules at all, but as a person with a full-time job there simply would have been no way to get to those levels of avoidance, health, weapons, etc., etc., etc. without SNIs and now there are several players that have nothing more to gain until some major new stuff is added to the game. It's good that not everyone could do this or else this game would already be dead for lack of excitement, but in my opinion it's too bad that it was possible at all.
don't get me wrong but to me proofs exactly the opposite, when me and other players saw the game, we believed in this game, we all have full time job, more or less, either we had to hire others to farm for us, or bought skills from players who lost trust in game or, or we bought full avatars, ( those were the times don't blame us because we had this option available, was available for everyone not just us, .... us just believed worth to invest in , that's all )... and because all we had full time job and we chose to achieve some goals that doesn't mean were not available for everyone, I remember many many players complaining here and there, "this game is bad, that is bad, we don't trust anymore, we don't give a crap, bla bla bla" well we didn't, and we chose from full time job to buy, or convince others to give us for free, everyone managed to do as he could beast, that was the truth, ....so to me pay to win was stage of the game, old chapter was closed, new chapter is open, and the game will have some legends worth to exist in game, to show others how is to be there on top, and to wish to be there , if those first places were empty, would be a sad game, full of noobs and no1 would know for years how is to be that way.
so the chances were equal for everyone, some toke those chances, some didn't either for lack of trust or for lack of interest, but don't point finger and blame those 10-12 players v high skilled AWS has
cheers
I'm not blaming anyone for taking the opportunity to buy what they could when they could. I'm saying that AW became a pay-to-win game when the devs make it sound like they never wanted that.
What you leave out of your reasons why everyone didn't buy up a ton of skills is lack of money. If I had the money I'd have probably done the same thing while the opportunity was there, but because I'm not rich (I actually consider myself slightly better than poor, in fact, but that's another discussion) I have to scrimp by with whatever I can get from pure skilling. This means that I had far less opportunity to grow my avatar simply because I don't have a lot of money, which then means that AWS has not been a fair game for all players. That's why pay-to-win is "bad" to most people: not because most people wouldn't take the same path but because they are unable to because of real life circumstances.
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yeah it is harder but you also can see hult and me taking 2 off them on us without armour.
Proof that AWS has been pay-to-win for far too long. I don't know your schedules at all, but as a person with a full-time job there simply would have been no way to get to those levels of avoidance, health, weapons, etc., etc., etc. without SNIs and now there are several players that have nothing more to gain until some major new stuff is added to the game. It's good that not everyone could do this or else this game would already be dead for lack of excitement, but in my opinion it's too bad that it was possible at all.
don't get me wrong but to me proofs exactly the opposite, when me and other players saw the game, we believed in this game, we all have full time job, more or less, either we had to hire others to farm for us, or bought skills from players who lost trust in game or, or we bought full avatars, ( those were the times don't blame us because we had this option available, was available for everyone not just us, .... us just believed worth to invest in , that's all )... and because all we had full time job and we chose to achieve some goals that doesn't mean were not available for everyone, I remember many many players complaining here and there, "this game is bad, that is bad, we don't trust anymore, we don't give a crap, bla bla bla" well we didn't, and we chose from full time job to buy, or convince others to give us for free, everyone managed to do as he could beast, that was the truth, ....so to me pay to win was stage of the game, old chapter was closed, new chapter is open, and the game will have some legends worth to exist in game, to show others how is to be there on top, and to wish to be there , if those first places were empty, would be a sad game, full of noobs and no1 would know for years how is to be that way.
so the chances were equal for everyone, some toke those chances, some didn't either for lack of trust or for lack of interest, but don't point finger and blame those 10-12 players v high skilled AWS has
cheers
I'm not blaming anyone for taking the opportunity to buy what they could when they could. I'm saying that AW became a pay-to-win game when the devs make it sound like they never wanted that.
What you leave out of your reasons why everyone didn't buy up a ton of skills is lack of money. If I had the money I'd have probably done the same thing while the opportunity was there, but because I'm not rich (I actually consider myself slightly better than poor, in fact, but that's another discussion) I have to scrimp by with whatever I can get from pure skilling. This means that I had far less opportunity to grow my avatar simply because I don't have a lot of money, which then means that AWS has not been a fair game for all players. That's why pay-to-win is "bad" to most people: not because most people wouldn't take the same path but because they are unable to because of real life circumstances.
Well i actually skilled for most off my skills wich has cost way less (except for many 1000's off hours ) then to buy them all. Have to say that skilling when chipping was availabe was way easier as it is now, god knows how many sai colibri and grom hunters i have used.
and for avoids same thing with chipping it was possible to stay on low mobs or perfect lvl and skill on 4 5 or big group off mobs @ the same time.
well i might be far off hult his 300 hp and avoids i still do have enough hp and avoids to take the bugors :D everybody had that change to skill with chipping i would say that was fair. and i still am a bum or maybe slighty better then poor :D
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I'm not blaming anyone for taking the opportunity to buy what they could when they could. I'm saying that AW became a pay-to-win game when the devs make it sound like they never wanted that.
What you leave out of your reasons why everyone didn't buy up a ton of skills is lack of money. If I had the money I'd have probably done the same thing while the opportunity was there, but because I'm not rich (I actually consider myself slightly better than poor, in fact, but that's another discussion) I have to scrimp by with whatever I can get from pure skilling. This means that I had far less opportunity to grow my avatar simply because I don't have a lot of money, which then means that AWS has not been a fair game for all players. That's why pay-to-win is "bad" to most people: not because most people wouldn't take the same path but because they are unable to because of real life circumstances.
mate, look at fifth, he never did the buying skills, and he is really high skilled, all u had to do is to want , but like many others when farming was possible , gathering mobs in large pile and sharing the pile, like mads popps,dodo, klaws, kyo, ... and others, some considered that boring and they refused to believe in game ,that was happened, lack of interest for game, all u had to do is to grow your own skills using chip off method, used by many many others, u don't need to be rich ,u need to be driven, motivated, faithful, so pls don't play the coin of rich /poor guy because r some example in game who achieved what they want by non depositing, to bad I don't see around Johnny mellow to explain how he got his melee soo hight skilling sai colibris day after day, or blind xanic melon, who toke my advice and skilled as I told him, using chip off, and now he has pretty above average skills, a non depositor.. and list can continue
yes chip off was available then, some toke the chance and skilled , some didn't, chip off will be back eventually, whit other costs, and and controlled by Devs, to not create selling's outside game the main issue of those SNI
so everyone had his chance, I repeat, ...had his chance, some toke it , some refused but was there for ~3years
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I think we need to wait until Anti & co have completed the revamp of skilling (buffs and stuff) before we can say whether the removal of chipping out has placed the current Bolotoid boss beyond the scope of a new player. My impression is that, without chipping and without armor, out the Bolotoid boss represents years of tedious avoid skilling even in the Impact mob rich AfterWorld Alpha.
One probable reply to this currently un-achievable goal, is to say that it is not intended that a player survives in the game without armor; that the game will be designed to favor those that can buy / craft high damage armor to achieve survival and death of high level mobs; reaping the high value loot dropped that justifies the cost of of achieving this armor.
If this vision is correct, I can foresee players initially using avoid skills to bring themselves to a point where they can survive and kill low-medium creatures for their loot and converting valuable P.Notes to armor to push themselves into the high mob killing bracket.
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I think we need to wait until Anti & co have completed the revamp of skilling (buffs and stuff) before we can say whether the removal of chipping out has placed the current Bolotoid boss beyond the scope of a new player. My impression is that, without chipping and without armor, out the Bolotoid boss represents years of tedious avoid skilling even in the Impact mob rich AfterWorld Alpha.
One probable reply to this currently un-achievable goal, is to say that it is not intended that a player survives in the game without armor; that the game will be designed to favor those that can buy / craft high damage armor to achieve survival and death of high level mobs; reaping the high value loot dropped that justifies the cost of of achieving this armor.
If this vision is correct, I can foresee players initially using avoid skills to bring themselves to a point where they can survive and kill low-medium creatures for their loot and converting valuable P.Notes to armor to push themselves into the high mob killing bracket.
If there is a need to slow down or stop the pay-to-win sort of strategy that could potentially come about through armour use, how about making armour useable at certain levels increasing as the players skills increase? If armour protection is based around a combination of skill levels and unlocks when these skills get to certain tiers, then there is still that push to skill up so you can use the armour to kill the harder mobs like bolotoid bugors instead of being at a lower level and paying for nice armour and going out there to kill them for the nice loots.
Of course there is the downside to this theory that only the highest skilled players will profit off these mobs for a long time, however in time there will be others reaching this goal through skilling or strategy and reaping the rewards.
My idea to this tier level thingy is, for example: in order to unlock 45 protection you have to reach the sum of a combination of skill stages, such as rifle, the applicable avoidance skill/s, speed, strength, medical tools (or any skills dev team see fit). This combination of skills would be the same for all avatars. In this example you may need to reach a total of 45 stages of any or all of these to unlock the 45 protection armour, it could be all avoids, or all rifle skills, or a combination of the lot. To be able to start to use a higher level armour you need to reach a higher number of total stages, or lower for a lower armour.
I know it is a little (or completely) off topic from the original post but just a random idea.....
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Tazza: I think your idea has merit. The 'unlock' concept is breaks the item efficiency rules, however, there is no reason armor cannot have an efficiency rating like other items. And as you have suggested this efficiency rating can be linked to skill levels.
And it is reusing existing functionality, something the developers drool over.
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I like Tezza's idea. If better armor unlocks as you reach certain skill levels new players would actually experience much faster progress (from skills increase + the indirect bonus from using better and better armors).
By the way, i can survive Bugor without armor - HP-wise. Have to use very powerful HK nonstop and therefore can't kill it. Like Hultaan said, i don't do chipping. The only skills i have ever bought was medic skills after i got my über HK. There simply was no other way to max it... and that's it, everything else is 100% natural. This is my experiment, wanna see what can be achieved with normal skilling.
I suspect i'm not the only one. There should be a few others who have reached similar (or maybe even higher?) levels through pure oldschool skilling only.
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Part of the point of my previous posts was missed yet again.
I did not say it wasn't possible to have high skills just from spending time skilling "naturally," just that those of us with limited time have not had the same chances at gaining skills because those with little time but plenty of money have been able to purchase the skills they wanted instead of gaining them through playing.
I know there are plenty of players that have very nice levels of skills across the board without using SNIs very much or at all, but they had to dedicate their time to playing the game to gain those skills, and that is part of the nature of any MMO. There will always be players with more free time to spend playing/skilling than the majority and those players are the ones that deserve the skills they have because they put in the time, effort, and dedication to get them.
But the players that are able to just drop in one day and scoop up everything they want in a much shorter time? Well sorry, but I just don't have as much respect for their skill and attribute levels and honestly it's only because I have so much faith in AW and its devs that I have not abandoned the game as a result of the pay-to-win SNI system. In my mind, high levels of purchased skills is only a little more respectable than skills gained through bugs and exploits. I never really thought that the idea of using SNIs (SNIpping, not chipping, LOL) to make it easier to skill was all that honorable either, but it was also allowed by the game and the devs didn't seem to care about it so, oh well. In the end, in my opinion, they're all just ways of getting around actually playing the game to gain skills.
This is why the removal of the SNI system is, to me, a great change and a return to the fair-for-all version of AW. Even if I had suddenly won the lottery the day after it was announced I still would have felt it was best for the game and would only be a little disappointed (I can't honestly say I wouldn't be disappointed at all ;) ). It could turn out that the devs thought that there weren't enough "uber" players in the game from natural skilling for what they had planned and that's why they put SNIpping into the game in the first place, but either way I'm glad that it was only temporary.
About Tezza's idea: it would be kind of neat and would also help to prevent armor from being a lesser version of pay-to-win, but I can't forget that the devs used to say that they wanted as much realism as possible in the game. How could this idea be explained in a way that makes it close to reality?
What if instead of being dependent upon combat skills it was dependent upon carry weight? It makes sense that more protective armor requires more material, which makes it heavier and more bulky, reducing the amount that a person can otherwise carry and making it more difficult to move with agility. Thus, it would take someone with more strength and agility to be able to fully take advantage of its protection. A weaker/less agile person can still be protected by the armor but they will be more sluggish and tire more quickly.
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Just reading and had a random thought - flashback to my Morrowind days. There were three types of armor, light, medium, and heavy (by weight) and the heavier armors had more potential armor to them but were also heavier to wear. When wearing a type of armor and taking damage, you would increase skill in that particular armor type, making it more effective the higher skilled you were.
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Yep, the good ol' Morrowind days made me suggest the armor weight thing but armor skills? In a game built on real-world ideas of what skills do and how items work - with no magic involved - armor skills that increase effectiveness don't make much sense to me. Armor skills that perhaps cause armor to become less cumbersome and restrictive though does make sense. And armor crafted by someone with higher stages of armor crafting (beyond Stage 1/0%) should be even more comfortable, lighter, and less restrictive.
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Suppose it's reactive armors that link directly to our brain - to provide lightning fast re-allocation of energy.
Didn't u think those bigger armors can block unimaginable amounts of impact damage compared to their size? Must be either some kind of advanced force field tech, or magic.
Magic and technology are different names for the same thing anyway. For the stone age man the lighter is pure magic, how else can fire appear from nowhere... ? ;)
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Fifth does have a point, in this game which is futuristic, you can add unrealistic things under the pretense of advanced technology and all the sudden its realistic, which all the sudden gives AfterWorld more potential than it already had.. interesting
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Even as I wrote my last post I was reminded of the quote from Arthur C. Clark, "Any sufficiently advanced technology is indistinguishable from magic." I just hadn't come up with a science-based explanation yet because I was in too deep of a tired stupor! 8-D
There have been some promising advancements in the research and development of true force fields within the past decade and I'm quite sure that it will advance as rapidly over the coming decades as everything else does. By the year in which AW's history begins it's quite conceivable that there could be force field-enhanced armor and connecting skills and/or PANEs to their effectiveness levels could be done without too much effort.
So yeah, assuming that the devs continue to bring ingenuity and creativity to their back story and technology descriptions there's no reason to presume we won't ever see this idea get implemented.
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Hmmm ... futuristic ... perhaps in a Steampunk way ... a meld of old and new technologies.