Originally Posted by
PseudoCool
Ok.. do the math on this one with me.. and try to keep up, I know you've only got 10 fingers and 10 toes :) LOL j/k
Here's the thing: With the recent draw down in staff, do you REALLY think the new team is going to make an epically game changing modification to the combat system like tiered weapons stats? Heck no their not, that's a MASSIVE undertaking.. with a game that has what.. over 100 different types of weapons.. let's go in to each of them and set up "tier modifiers" that make them into "End Game Grinders".
Yeah.. that's not going to happen. The system that was in Alpha testing (pre-vanilla launch) had about a 5% boost to ONE STAT of a weapon as you progressed in Ego levels. For example:
Tachmag pulsar at 1599 does 127 damage (an EXAMPLE, not a quote)...
Tachmag pulsar at 2599 does 134 damage (again, an EXAMPLE)
Tachmag pulsar at 3599 does 139 damage..
so on and so forth
This doesn't change anything really, since a level 3600 player SHOULD be doing more damage by a good sized margin than a level 50 player, what with perks, weapons skill levels, weapons mastery's.
This really is NOT a system that I see as "breaking the core mechanic" of the game at all, because I've already played with it in Alpha testing. Infact, I was rather upset and disappointed when that little "level perk" wasn't put into live.
Now.. if I'm TOTALLY WRONG, and the new dev team is working hand over fist, hours ontop of hours of overtime, and is completely rehauling the entire combat mechanic to eliminate the horizontal progression and turn Defiance into nothing more than a mindless, soul numbing, life eating gear grind.. then I will gladly and proudly grab myself an extra large serving of humble pie and protest it right along side of you.
But as a manager who understands a bit about time management.. there's no way I see this being the critical change that people are worried about.. the coding is just too extensive.