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View Full Version : An Overview Azriel - Alpha Bahamut Battles


LeoTR
06-03-2010, 09:49 AM
It has been a while since those are introduced and i am not quite sure Devs put a good thought on them. Lets see what is done:

1) Boost activity need to over 600million

Looks like these are considered to be advanced battles. Much more than the other battles. You cant just bring down 600 million without knowing what u do. But, untouchable taggers on top level bracket for limited spots are being much more problem. Nothing been done about them.

2) Boost defense skill requirement to deal decent activity using energy type activities

Still indicates that these are advanced battles. If you dont have high defsense skill (over 300 - 400 ?) you do the same as level 1. Something to make the battle hard/advanced.

3) Increase total assist need to 1050

Pain in the ass where people dont even assist for the battles they join. And CTAs not enough either. Constantly copy & pasting assist link to people asking them to click is no fun, is not a game. Although it has been suggested many many times still no assist button on monster page. (see thread: http://174.37.115.166/cforum/showthread.php?t=30965)

4) Change the top level bracket to LeveL 150+ and put 3 brackets under that.

Wait wasnt this an advanced battle? Those below 150 mostly deal more damage to party than the monster and have slight chance to get good loot out of it. It is very possible for anyone to sabotage a battle and that is hard to counter. Cuz you cant kick anyone and anyone can join. And if you have 60xLeveL 1-99 using stamina in your battle you "would" feel sabotaged even if they are not intented to do that. There is Barbarus to buy and make things easier but oh level need of 110.

5) Make the level brackets' activity matter more

Well, could ve made sense if the brackets were not lame. I would say 30xLeveL 50-150. 40xLeveL 150-300. 30xLeveL 300+. Ban beginner level 1-49. That way looks more advanced and is parallel to PvP segmenting.

6) Introduce classes and monster abilities (heal itself and damage party defense)

Ok this is something new. But, was it too hard to develop something to see who is who to decide what class to choose? And would be better if warriors start to deal damage instead of strenghtening for 0 when it is fully done. It is annoying.

7) Increase activity need to get epic loots making them very hard to farm.

I liked it, makes sense. So, farming new loots is very hard and take very long time. But, those items make any difference other than display? It has been made hard to get worthless stuff. How does it sound? (See thread: http://174.37.115.166/cforum/showthread.php?t=28776)

Combined together makes me think that the main idea was to milk players. (lame achivements without FP gain + 3 generals to buy in a month + encourage of refill use: more one-click sta/energy usage + high damage need to loot + monsters with high hp + legendary drops) I would say this game would be more successfull if devs put a bit more thought and effort to make it a "worth playing" game than to milk its players. It wasnt used to be that way, but things changed for the time being.