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[ 5 posts ] |
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Hansolocal
Joined: Wed Jan 05, 2011 2:52 am Posts: 704
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We made changes to the time manipulators a while back to make them less broken. Everyone knows the story of why, so I'm not going to get into that.
However, I would like to make a suggestion. When the changes were made, I was actually in favour of making time manipulators non-tradeable without setting an action limit, but I know that many others are against that. What I would like to suggest, however, is a trial run with time manipulators being non-tradeable but limitless, and to get user feedback on what they prefer.
I know that many of you will be against this, which is why I am only suggesting a trial run. The main reason I am suggesting this even though so many peopel bulked at the idea originally is because the main causes for the changes have gone. But mainly, my real intention for this is because I know how well Dan reacts and responds to user requests, so I'm thinking that now the furore has subsided a bit, we actually compare the merits of both systems and properly choose what the majority prefer.
Also, as an addendum to this, I know that many people use Time Manipulators as a form of currency, so, what I would suggest is also creating a class that can trade certain non-sendable items, that can maybe only be unlocked from a mission chain.
What say you all?
_________________ Lords of Infinity Recruiting Minions of level 700+ Owner of Zee Infinite Mug Zee Captein
And since that fateful day, I have been at war with all traffic lights.
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Thu Jan 19, 2012 1:41 pm |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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+1 to the idea. Now as to the new race for trading non-sendable items well y not use the Merchant profession (it's a trader basically) , people have suggested when using the merchant profession that their be no active timer when sending and when someone sends to u as the merchant. Well i think this should be added to the idea of the merchant profession. So i think any good idea made about trading should be added to the merchant profession. See also if these ideas were added to the profession then more people will wanna be a merchant so more people will buy GP to change race while Dan is getting more revenue.
_________________
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Thu Jan 19, 2012 2:06 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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If I recall correctly, the main reason why the previous non-trade TM trial was scrapped was because for all the non-pvp players out there, TMs became completely useless. They didn't need them, and they couldn't trade them for anything that they did need.
Also, people with really good AP production would have a serious advantage. People that don't wouldn't be able to fight back against a bigger ship that is an arti-spammer with unlimited access to TM usage. Keep in mind that with the no limit setup, people can go back to lobbing CM's and nerfs just to piss people off without any consequences.
I give it a -1. I'd rather see a slight increase in the limit rather than unlimited in any form.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Thu Jan 19, 2012 2:47 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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my middle-of-the-road but more complex suggestion is: under player setting, there is a check box. If the player check it, he/she can no longer RECIEVE TM but can use them w/o limit Ofc, once the box is checked, it can not be removed unless account is reset.
I don't feel it's right to make some ppl "have to" sell TM even if they use them as much as they can, which might happen eventually.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Fri Jan 20, 2012 6:58 am |
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Maude
Joined: Thu Dec 30, 2010 2:23 pm Posts: 113
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It was already tried and scrapped by player request.
_________________ Thank you, Maude
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Fri Jan 20, 2012 2:04 pm |
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