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View Poll Results: What is your stance on balance mods?
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I am content with balance as it stands.
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9 |
12.33% |
I think there are balance issues, but balance mods are just to much of a hassle
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10 |
13.70% |
I think there are balance issues, but I just haven't gotten around to trying conceptual balance mods.
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14 |
19.18% |
I think there are balance issues, but conceptual balance mods don't document changes well enough.
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9 |
12.33% |
I think there are balance issues, but conceptual balance mods makes specific changes that outweigh any improvements
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12 |
16.44% |
I think they are balance issues, and I play with conceptual balance mods when I can to partially alleviate them.
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19 |
26.03% |
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December 18th, 2007, 08:24 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Balance opinions
Oops =(
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December 19th, 2007, 07:28 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Balance opinions
I chose 'but conceptual balance mods makes specific changes that outweigh any improvements'. I believe we had a talk at Mirc about magic crafting changes - making boosters more expensive and thus only available to certain nations reduces diversification possibilities, which is a bad thing. Not only does it mean that many nations are stuck with semi-useless astral 2, less strategic options means less fun. And buffs to the least used spells etc dont compensate for that loss, no way.
Which is a shame, for I liked some of your changes. Jaguar warriors being more expensive, for example.
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December 19th, 2007, 01:51 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Balance opinions
"Reducing diversification possibilities" was one of the major changes from Dom2 -> Dom3. This was just taken further by the CB mod. If you consider it a bad thing, it's your opinion - I like playing SP with a huge magic diversity, but I understand why it was done for this mod. In any case, with empowerment and alchemy there's always the possibility to expand to other paths.
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December 19th, 2007, 02:02 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Balance opinions
Some restriction on the ability to diversify into other magic paths is good - if everyone gets all 8 paths, everyone is the same.
On the other hand, this does not mean that more restriction on diversification is always an improvment.
By the end of the game, everyone is going to diversify into every path - this does not mean that everyone's access to every path will be *equal*, or that all paths should be equally hard to diversify into, etc. etc.
But isn't this a moot point as the increases to booster item costs are gone?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 19th, 2007, 07:12 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Balance opinions
Right, like I said earlier, keep in mind CB mod is a continuing evolving project. Changes to site searching, booster increases were negatively received and most likely will make future appearances of cbmod. The main great thing about cb mod is essentially it updates itself a lot quicker than patches will, not to mention is able to receive feedback a lot quicker than the current version updates.
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December 20th, 2007, 08:45 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Balance opinions
Well, if path/cost increase to boosters is gone, I'm more inclined to try CB again.
Btw. When I played Tien Chi in a CB blitz, I had a problem with old celestial masters. They kept dying like flies, which was especially painful when the one I empowered to astral 3 (to forge expensive CB boosters) bited the dust. Then I played Tien Chi without CB and realised that masters dont start with old age most of the time.
Is it another change introduced by CB?
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December 20th, 2007, 10:55 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Balance opinions
If so, it's probably unintended. More magic -> higher start age -> Celestial Masters start old.
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December 20th, 2007, 11:32 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Balance opinions
Tsk tsk. My celestial masters didnt have more magic. They were just old, all of them.
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December 20th, 2007, 12:13 PM
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First Lieutenant
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Join Date: Nov 2007
Location: Wizard\'s Tower
Posts: 603
Thanks: 26
Thanked 11 Times in 11 Posts
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Re: Balance opinions
internal alchemy?
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December 20th, 2007, 02:05 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Balance opinions
I don't think anyone really understands how the age mechanics work .
Do the CBM Celestial Masters have a higher *average* age (which is the age displayed when you click on their fatigue in the recruitment screen)? It's possible that you were just unlucky.
Internal ALchemy is very cool but should be much cheaper in CBM, would be my suggestion.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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