![]() |
Gem Producing items- a suggestion for improvement
There's a pretty strong body of opinion that gem producing items (Clam. Bloodstone, Fever Fetish) are under priced and many people use a mod to increase the price. Personally, i do not think they are- the Clam is a 16 turn payoff, the FF has disadvantages, and the Bloodstone, though excellent, is hard to make. But, if you start getting serious forge bonuses it's a different story. So how about making it impossible to get forge or construction bonuses on the gem items? (The Blood contracts are already that way) Would this change people's minds about the base cost?
|
Re: Gem Producing items- a suggestion for improvement
I think they are fine as they are. I remember playing a lot of games when
a clam used to be 2W, and I never had much of a problem even then. Of course, I am as likely to ignore clamming as I am to ignore site searching... But I do not mind joining games where clams are priced out of reach. Big deal. |
Re: Gem Producing items- a suggestion for improvem
I had some equal thoughts Tyrant. With Forge, hammers and possible a construction site gem producing items can be really insane very fast. In one mp game i produced ~300 earth gems in 10 turns which is game breaking.
But the minimum shouldn't be at full costs. Maybe between 50-70%. |
Re: Gem Producing items- a suggestion for improvem
Tyrant, I think that is a great idea. That would do a lot towards balancing the game.
|
All times are GMT -4. The time now is 08:25 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.