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Darkwind changes coming up!, Steam release in a few months
Juris
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*sam* said:


I couldn't agree more. Although there's no server reset planned (and hence the rewards you suggest aren't necessary), I am working on a system for 'open access' scouts, where your squad has no password and where you get a leadership boost for bringing new players scouting.


If we slay them do we get younger?
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Posted May 14, 2014, 3:46 pm
Grimm Sykes
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what about a 3 tier system.
Tier 1: free to play but you can't leave SS
Tier 2: same as 1, but your able to travel in the northern triangle and to morgan
Tier 3: full evan access to all towns.

And add incentive to go south, like a medic at the truckstops, maybe some sort of training center without having to go to the ends of the earth. If the truckstops are the hubs of commerce and trade, wouldn't that be where schools and medicine help would be located? I'm not saying to move Elmsfield or change anything there, it's just odd theres no "services" in the central area.
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Posted May 14, 2014, 4:23 pm
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What happens to older gangs when their subs drop? Will they loose gangers or vehicles?

Also think it may be good for the non-subs to at least be able to use re-hab, as that seems to be one of the biggest complaints I hear from returning players is that half their gang needs re-hab when they return.

Mabie new first aid spec/ drug counselor spec?

Will non-subs be able to assign specs?

How will non-subs competing in race/DR/Combat leagues effect points gained?

Will non-subs be able to enter league events out of the triangle?

Would like to see non-subs be able to use camps, but with some limits mabie, just dont let their mech's work. Mabie just let them be able to repair, and be able to donate. Not sure how I feel about use of camp markets.

Could we use hard cash to hire/rent npc mech's to work at a camp?

What happens to non-subs gangers if the get sent to the pit?

Will camps be able to make some of the items not currently available to be made at camp?

Just some questions/thoughts I had.
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Posted May 14, 2014, 5:54 pm
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I know it's been brought up before, but perhaps incorporate the "unlockable maps" concept into this, too?

EDIT: Whichever way it goes, I would like to see new towns and new maps - it's not like there's not enough room on the map of Evan to fit additional towns. Plus, Sarsfield's description includes discussion of southern ports...??? Maybe new continents available?
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Posted May 14, 2014, 6:19 pm Last edited May 14, 2014, 6:22 pm by Krakhedd
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I had been pretty inactive for a couple months and the thing I noticed upon coming back recently is the lack of stock races/death races in the client. Newbs will not have the resources to compete in custom events and will not be experienced enough to set up their own events. Not sure what the reason for limited stock events was but it might be helpful to put more of them back up. I know races and death races are where I got a lot of my initial experience.

55555
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Posted May 14, 2014, 9:32 pm
Joel Autobaun
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*sam* said:
musashi_san said:
does
Quote:
Some rebalancing of specs

mean nerfing sniper? and if so can we respec?


What I generally want to do is reduce the massive gulf between highspecc'd gangers and lowespecc'd ones. It's not good for gameplay when one player can snooze on a hilltop and pick off the enemy from 250m while that enemy has no hope of hitting at more than 100m.

I'm not saying there shouldn't be a substantial difference between skilled and unskilled gangers, merely that it shouldn't be quite as huge as it currently is.


I will stay out of this - this time - I look forward to what comes of this.  You really need to understand what a young gang can do to an old, geriatric, SLOW, sharp shooting gang, when you are looking at rebalanceing.  That is all I will say.
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Posted May 15, 2014, 2:17 am
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Very good point Joel.

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Posted May 15, 2014, 1:08 pm
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Joel's point now makes more sense to me now after playing DW for awhile and having characters that were noobish and up to a multi spec ganger. Once your health and speed decrease to old age, they will be more vulnerable to new or old players.

It took a long time to earn all those specs and I see the concern how nerfing the effectiveness would negate a lot of game time training.

Maybe it is the actual training that needs tweaking instead of the effectiveness of the spec. Sniper seems to be the most used and powerful weapons spec. So, instead of nerfing, what if it was restricted to just gunnery and hang guns?

If that was changed, maybe add an additional Large Gun spec (Long Range Targets) that would increase ranged attacks for large gunners.

This would divide the specialisms between the 2 gun types. That would mean a ganger, to be effective at range in both guns, would have less specs per gun type. This is kind of "self-nerfing" by players choice.

This, IMO, would bring a little more balance to character skills between new and old players. It would allow those new players a better survival rate when going up against veteran players because ranged attacks would be coming from smaller weapons or at a closer distance.

This topic has been discussed before, but with the relaunch coming, maybe this would be the better way to change specs for the player base as a whole. Your guys thoughts on this??

EDIT: One last thought before nerfing. As a last resort, leave the effectiveness as is, just put a cap to how many specs you can earn. Maybe a cap at 4??

These are just thoughts because I feel there will be a change made. This is just a way to get other player's views on this subject.
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Posted May 15, 2014, 5:35 pm
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Specs need rebalancing. If we can restore abilities lost through aging with Sambucks then it doesn't matter
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Posted May 15, 2014, 5:56 pm
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*The X Man* said:


Maybe it is the actual training that needs tweaking instead of the effectiveness of the spec. Sniper seems to be the most used and powerful weapons spec. So, instead of nerfing, what if it was restricted to just gunnery and hang guns?

If that was changed, maybe add an additional Large Gun spec (Long Range Targets) that would increase ranged attacks for large gunners.

This would divide the specialisms between the 2 gun types. That would mean a ganger, to be effective at range in both guns, would have less specs per gun type. This is kind of "self-nerfing" by players choice.

This, IMO, would bring a little more balance to character skills between new and old players. It would allow those new players a better survival rate when going up against veteran players because ranged attacks would be coming from smaller weapons or at a closer distance.




Good idea, this.
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Posted May 15, 2014, 6:44 pm
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*The X Man* said:
Maybe it is the actual training that needs tweaking instead of the effectiveness of the spec. Sniper seems to be the most used and powerful weapons spec. So, instead of nerfing, what if it was restricted to just gunnery and hang guns?


This seems pretty reasonable to me too.
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Posted May 15, 2014, 8:03 pm
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It will be nice to have big group scouts again, that was the aspect of DW i liked best

However if the lobby gets regularly to triple figures *swoon* i predict that in-town events will turn into the vicious knifefights that some players always wanted

Not the place for 40+ multi-specced gangers
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Posted May 15, 2014, 8:58 pm
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Quick thought - rear-guns will be next to impossible w/o uber-gunners if sniper spec is reduced too much - perhaps, reduce the rear-gunned penalty?
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Posted May 15, 2014, 9:02 pm
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*The X Man* said:
Joel's point now makes more sense to me now after playing DW for awhile and having characters that were noobish and up to a multi spec ganger. Once your health and speed decrease to old age, they will be more vulnerable to new or old players.

This, IMO, would bring a little more balance to character skills between new and old players.


I have an old gang because I hadn't played for 3 years and the difference in firing first if you can hit is very large with the right weapon

Old characters don't get to fire first, specs or not

The fact is the old gangs will be quite vulnerable to lucky shots  in any sort of balanced pvp play once the stacking of specialisms is reduced outside of the wilderness where the distances are smaller
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Posted May 15, 2014, 9:05 pm
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Since I have never had good characters and I pretty much stink at PVP, I really can't say a lot. But it feels like my only chance is to turn things into a dogfight. Except for car rifles with my 3 best gangers, I can rarely hit outside of 50m against an unspecced driver. Where as, I get tagged by NPC's and PC's at 100m+.

On some maps, this is not a big issue, as terrain can save you. On some maps, you might as well set the car on fire yourself and walk away.

Maybe I will feel differently when I, the player, get better.
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Posted May 15, 2014, 10:28 pm
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Don't feel bad Bolt. I've been here longer than X or Krak (yet less than Snipe) and I STILL do most of my fighting at 64m or closer. Personally I would rather have a slow skilled guy than a fast newer character and even then use terrain and dogfighting and getting in close and aggressive to offset anything an opponent will use against me. AI or Player. Although m not as good in PvP as I would like.
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Posted May 16, 2014, 2:27 am
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*DoubleTap* said:
*The X Man* said:


Maybe it is the actual training that needs tweaking instead of the effectiveness of the spec. Sniper seems to be the most used and powerful weapons spec. So, instead of nerfing, what if it was restricted to just gunnery and hang guns?

If that was changed, maybe add an additional Large Gun spec (Long Range Targets) that would increase ranged attacks for large gunners.

This would divide the specialisms between the 2 gun types. That would mean a ganger, to be effective at range in both guns, would have less specs per gun type. This is kind of "self-nerfing" by players choice.

This, IMO, would bring a little more balance to character skills between new and old players. It would allow those new players a better survival rate when going up against veteran players because ranged attacks would be coming from smaller weapons or at a closer distance.




Good idea, this.


+1 on this
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Posted May 16, 2014, 9:02 am
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PA Racers said:
What happens to older gangs when their subs drop? Will they loose gangers or vehicles?


No, they will just be unable to hire/buy new ones until they get their number down.
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Posted May 16, 2014, 9:45 am
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Thanks for the suggestions on spec rebalancing/training etc. I'll bear this all in mind, and I think the sensible thing to do would be to trial and tweak a bit over the summer in order to get it right.
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Posted May 16, 2014, 9:48 am
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i think you should play a bit!
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Posted May 16, 2014, 2:21 pm
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