Oh you are so polite Rdonj.
Weren't you the one complaining that TheConway was banned? I bet he was just as polite as you are. And, of course, calling somebody a fool is an even stronger argument than 'you're overreacting'.
Keep it up.
Quote:
Originally Posted by llamabeast
Come on NooBliss, you're deliberately misrepresenting what Soy's saying. He's a smart guy making reasonable points even if you don't agree with him - it's not helpful to keep on building straw men of what you're claiming he's saying then beating them down.
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Actually, I genuinely misunderstood him. Now it's clearer, even though I do disagree with his conclusions. I can see how clams can be an equalizer instead of extending the lead. But oh well, to hell with gemgens, they are gone for good now. We were discussing hammers. And I still dont see a single valid point why they should be removed. Let's see:
Everyone uses them - that's not a big deal. They arent hard to come by or tedious to use.
They are gemgens - just not true. They improve your honest, land-based income by a fixed percentile, and only for the purposes of forging.
They worsen the runaway leader problem - no, they dont because everyone can use them. Furthermore, some nations like Mictlan just dont have many uses for hammers early in the game, while others may need hammers to 'chase the runaway Mictlan'. Or, for example, if our runaway leader went for a dom10 pathless Wyrm for an extra punch and his national mages cant forge hammers, these who can forge hammers will have an edge while catching up.
Etc etc.
So the only reason I can see is 'hammers complicate the game and everyone ends up using them anyway'.
I am really curious - how do hammers break the game?