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Xenogear
Neue Infos bitte um erklärung.Fr, 04. Nov. 2011 - 17:57 Uhr

Hi zu allererst ich hoffe die CMs verzeihen mir, da ich das unmöglich in deutsch übersetzen kann, da ich es selbst nicht so genau versteh.

Und nun zum eigentlichen Thema kann mir da wer im groben sagen was das bedeuten soll?

mfg


ANHANG:


Item Level Squish
The second solution actually involves compressing item levels, which is why we call it the “item level squish solution.” If we can lower stats on items, then we can lower every other number in the game as well, such as how much damage a Fireball does or how much health a gronn has. If you look at the item level curves, you can see that most of the growth occurs at the maximum character levels for the various expansions. This is because we keep rewarding more and more powerful gear to make the new raid tier and PvP season in an expansion reward significantly better gear than the previous one. However, those huge item level jumps don’t accomplish a lot once the character level has increased again. Very few players notice or care how much of an upgrade the Black Temple loot is over the Serpentshrine Cavern loot when their characters are level 80.

With that in mind, we could go back and compress the big item level increases that occur at level 60, 70, 80 and 85. The Mists of Pandaria gear would still grow exponentially from patch to patch, but the baselines would be a lot lower. Health could go from 150,000 back down to something like 20,000. The big risk of this approach is that players will log into the new expansion and feel nerfed… even if all the other numbers are compressed as well.

In other words, your Fireball will still do the same percentage damage to a player or a creature that it does today, but the number would be smaller. Logically, this seems like it would work, and it does. But it feels weird. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.

So Now What?
As I type this today, we haven’t decided on which if either solution we want to try. Maybe we’ll come up with yet another solution. Maybe it’s the kind of thing we can put off for another expansion so that players don’t have to adjust to the new talent system and a drastic item level compression at the same time. Or maybe it’s better just to pull the Band-Aid off fast and fix everything at once. Time will tell. I did, however, want to outline the problem lest any of you believe we don’t think there is a problem. There is. We’re just not sure of the best solution yet. If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise, and thus these proposed solutions exist. Your thoughts on the matter are valuable.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. The last time he used “Fig. 5” in an article, it related fish predation to estuarine hydrocarbon contamination.
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Cerunya
Neue Infos bitte um erklärung.Fr, 04. Nov. 2011 - 18:02 Uhr

Ich denke es wurde alles gesagt. ;)

/closed
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