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Messages - Bold "Bertram" Blanshard

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16
Official news / Re: Today's progress (Jule 2014)
« on: July 22, 2014, 03:06:57 pm »

Can yon tell us the date of removing delaying loot?

Yes, your announcement seems to say loot will be removed next week. Could you just confirm that again.

Or will it be delayed until you have written to former players? Asking them to come back, but saying, by the way, your loot has been wiped, may not encourage positive responses ( I know you have already given long notice here on the forum).

17
Surely Learning Effectiveness on a weapon is the current Skill Gain %.
If not, I am confused, and I expect others are too.

Or is it proposed to replace the exact % with a fuzzy statistic which can have only 4 values?

18
Am I correct in saying that as Avoidance skills rise, not only does the average damage done by a mob fall, but it also hits less often? So that would reduce the rate of skill gain twice over. And does a skill line always represent the same skill increment? Or does one simply have to check how much skill has been gained after an hour say? Not easy.

But now that skills cannot be traded, I suggest the playing style of just skilling Avoidances will be much reduced. On the one hand there is no point doing it to sell them, and on the other hand players who want to progress will not have time as they will no longer be able to buy Weapon skills and will have to spend that time actually killing mobs. So the right choice of mob becomes less which one gives most Avoidance, but which can be killed with the correct level of weapon without being killed oneself.

I should say again here that in my opinion removing skill trading is a grave error, and will make the game unplayable. I see how much time it is taking me to move up around only level 8, and I think very few people will want to invest more time, especially as they will know they cannot sell their skills when they decide to leave.

19
Official news / Re: Changes that are coming in July/August
« on: July 05, 2014, 09:59:51 am »
Thanks Bertram. I do not think the changes will be changing the overall skilling rate (or at least I haven't seen anything that implies this). Pnotes are for unblocking, not for skills. And I cannot see anything saying the loot being connected to the players skill level - so the loot for Player Noob should be the same as for Player Uber.
Surely the loot is linked to players skill level, or at least the cost of getting that loot is. Otherwise what is the efficiency of a weapon? And the PNotes available for unblocking is the difference between loot and cost, therefore is connected to the player's level.

20
Official news / Re: Changes that are coming in July/August
« on: July 05, 2014, 06:04:29 am »
With each skill level requiring 110% more skills than the previous level, unless there is a mob ladder that provides loot of pnote value that matches the skill increase, players will need to spend more and more time harvesting the lower level mobs to unblock their skills. This would eventually result in lower level mobs being targeted by players that can easily kill the creatures simply because it is more efficient for them, destroying the game for new players as they could not compete.
I actually meant more difficult to progress because skills would be being gained at a lower rate. My point is I think the opposite of your argument, that the loot value would continue to rise under the current system, on the same mob, therefore not necessarily making it more difficult to unblock skills. That is why I made the comparison with Entropia, where the efficiency is soon capped. We seem to be moving from a system where the means of unlocking falls, SAU, to a system where it continues to rise, namely PNotes. The Entropia system sits between.

21
Official news / Re: Changes that are coming in July/August
« on: July 04, 2014, 08:55:59 pm »
I think Bertram may be getting confused between the SAU gain curve and the Skill gain curve and Item efficiency.
No Jane, I meant what I wrote. I hope if you reread it you will understand my point and hopefully think it is valid.

22
Official news / Re: Changes that are coming in July/August
« on: July 03, 2014, 05:06:01 am »
If the SAU gain for using a weapon is removed, and not replaced by gaining PNotes, then wouldn't the efficiency gain curve need to be modified? At the moment it continues to rise long after the skill gain and SAU gain have begun to fall. So players will be able to choose between higher loot, therefore PNotes, or moving to a better weapon with higher skill gain, without the disincentive of lower SAU of the former. This would be a major gameplay change.

Or is it proposed to move to the Entropia system of each weapon having a stated minimum and maximum skill levels? The efficiency penalty of being below the minimum is severe, and the efficiency stops rising as soon as the maximum is reached.

Along with the removal of buying skills, if there is considerable economic advantage in using very low weapons, then it is going to become even more difficult for anyone to progress than it is now, surely the opposite of what is needed to attract new players.

In any case, the Bell-like curve of the current SAU system is surely one of the distinctive features of Afterworld, to abandon it seems a pity.

23
Knowledge Database / Re: NU Stone costs for newcomers
« on: June 03, 2014, 05:39:38 am »
You have an average Cost per Ton of 5.68 AWD, which I think is misleading. Shouldn't you say that as each area yields 4 types of stone at once, that the average cost is 1.42 AWD?

That would make it easier to see that selling at the current price of 4-5 AWD actually makes a profit and not a loss.

24
Official news / Re: Craft items (ingredients) reset is coming soon
« on: April 12, 2014, 07:05:53 pm »
Why is the main forum webpage still saying "Donations", shouldn't this say something like "Buy AfterWorld Dollars" with associated text changes?


This should have been buying AWD from the beginning. As soon as we have time, it will be fixed (likely with the new site), because that never had anything to do with donations. Why guys made that way - because they had no experience with the real money payments and had no idea how to work with it properly. Hence all the trouble with 'we donated and now you owe us endlessly, pathetic developers'.


Anti, your English is otherwise perfect, but I have to say you misunderstand the meaning of Donation. (As indeed Jane appears to do also).
Donation means a gift with absolutely no strings attached, except that the payment might be used for an intended purpose. There is no implication of expecting any advantage. Buying AWD is perhaps a more accurate phrase, but not by much, and it is less succinct.
So in my view, Donations was the correct term, and still is until AWS becomes an RCE.
The real mistake would have been to describe payments as Deposits, because this really does imply that playing an RCE is like a bank account or investment. Mindark have no legal obligation to repay players of Entropia, they do it solely to maintain trust in their game, and their use of that word is designed to mislead.
Those who are unhappy here are not so because of the terminology, but perhaps because of previous promises, or because of  feeling of abuse of natural fairness.

25
Official news / Re: Craft items (ingredients) reset is coming soon
« on: April 07, 2014, 10:31:27 am »
You say you will be adding new crafted items.


So why should crafters pay more AWD for terminal fees before June to make items which might then be obsolete and worthless, as well as losing the value of the items they can't craft?

26
Official news / Re: Skills trading denial (important)
« on: March 12, 2014, 10:03:22 pm »
To me, this decision is a suicide note.

I've been playing on and off for 2 years, manually getting skills, and my highest skill other than Strength is only level 8. I can hunt in NU for hours, and my skills hardly move. That is my style, and I don't want to deposit, but I can understand others who want to deposit to progress faster.
Without skill trading, why would anyone start this game if it is going to take 5 years of grinding to become even a mid-level player?

Unless the Buffs are 1000%, they are not going to help.

With this one change you make the game less attractive, get fewer deposits, and discomfort existing players by closing a potential future method for them to withdraw previous deposits. Mad.

27
Tech Forum / Revived at Mugen although in NU
« on: March 06, 2014, 09:41:15 am »
This happened 48 hours ago, and I logged a Helpdesk Call
Was in NU, died, got clone, opened NU Storage, game crashed.
Relogged, was bot with no scenery, repeated twice. On third relog I pressed ctrl-D. I was now at Mugen Storage. My number of clones had reset to before I had used the one at NU.
I have attempted to run north from Mugen, but cannot get past mobs.
Please move my avatar back to NU urgently.

I appreciate the Devs are not fully active at the moment, but it seems no-one is reading the Helpdesk Calls, so I have now sent a PM as well.

28
Knowledge Database / Re: Question about Geology skill
« on: May 17, 2013, 04:52:46 pm »
Bertram, take my word for it, u still only barely scraching the surface of what there is to know and understand.
Also, you did not know my points before, and you still haven't understood em...  :(
If you understand things so well, please explain why Natural Resources Hunter exists, when Jane says it has no effect, and why two professions exist which do have an effect, but are hidden.
You sound like Candide, everything is for the best, even when it is nonsense.

29
Knowledge Database / Re: Question about Geology skill
« on: May 17, 2013, 12:16:43 pm »
The UGM Professions are certainly screwed up. In-game, and on Wiki, there is only one, whereas Jane deduced in Alpha that there are separate ones for Metal and Mineral.
Er... to clear up a little misunderstanding - there is no profession in-game for UG mining. What you are looking at must be a profession for above ground mining (picking) or gathering resources from plants/trees. No doubt the UG mining profession itself has to exist in the skillsystem, because scanners have no problem measuring your current effectiveness in UG mining. So, it's a hidden profession. Two hidden professions actually - a separate one for metals and minerals because your effectiveness on mineral scanner and metal scanner can be quite different.
I did already know all your points. As you say, the profession of Natural Resources Hunter as listed in Zwarky's thread contradicts Jane's guide, so the design was already confused in Alpha. I suggest this has been aggravated by a new bug in AWS, that the metal/mineral skills have been omitted from UGM, effectively collapsing the two hidden professions into one. So describing how the system worked in Alpha is pointless, because firstly it seems to not work that way now, and secondly it needs to be redesigned anyway. Where are the developers?

30
Knowledge Database / Re: Question about Geology skill
« on: May 17, 2013, 10:30:01 am »
Quote
I put in a Helpdesk ticket about the skills just after the last update, which has had no response for 2 months.


It's secret information, players need tp explore AWS world theirselves.

My Helpdesk ticket was not to ask about secret information, it was to ask why the skills gained had changed from what everyone agrees happened in Alpha, and to point this out in case it is a bug.

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