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devilash Level 20 Posts: 15 |
Okay, so I'm a fan of planting every single st nick on one person as much as the next fellow, but I do think that it is seriously imbalanced. For a start, Mines can charge a fortune. I planted some around on occasion, for laughs, and it seems like I've got about 9001 St Nicks planted to my Character. This seriously makes the destroyer class quite boring, tedious, and one hell of an annoying position to play. People may argue that 'it stops people using mines', although, in that case what is the point of even including a destroyer class? Could it be a possibility to Nerf the St Nicks slightly, or possibly change them all together? |
evegrimm![]() Level 8 Posts: 113 |
What, exactly, do you mean by "Nerf"? I agree about the discrepancies in price between Nicks and Mines, and it seems others do too. There are not many Destroyers left, and so it would seem that a revitilization of the Vigilante/Destroyer relationship and tools is in order. |
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devilash Level 20 Posts: 15 |
Well, by 'Nerfing' the St Nicks, adding something (or just changing the Armour) to block St Nicks. I.E, they block Mines, so why not St Nicks too? |
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scarybug Level 10 Posts: 115 |
I agree the system is unbalanced. St. Nicks SHOULD be powerful against mines, but they should not prevent mines from ever being laid. I can think of several game mechanics to nerf nicks. 1 Only one St Nick can be laid on a player 2 Only one St Nick from a particular player can be laid on a player (groups of vigilantes can organize to cripple a destroyer, but it takes more work and organization) 3 Only one Nick can be laid on a player for each mine that player has (you can get rid of all your nicks by dropping
4 Include a new tool that can remove Nicks, make it cheaper than a mine, and probably cheaper than a Nick. 5 What if going through a portal removed one or more St Nicks from a player? (They can't take the spacial distortion field!) That would create an interesting Seer/Destroyer/Vigilante relationship. 6 What if dropping a crate, lightpost, or portal removed a St Nick from a player? (The Nick gets confused and tries to defuse the wrong item, but has no affect on it) Personally, 2 and 5 are my favorites. They would both create new gameplay opportunities. You could even do both if portals only removed one Nick per portal taken. |
jwilk![]() Level 7 Posts: 43 |
Scarybug has some good ideas. I like 4 & 5 but 4 should be a NPC entity or even a PC faction that you can pay to remove Nicks from your person.
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shkibb![]() Level 5 Posts: 8 |
The problem with armor blocking st. Nicks is that destroyers could use that to deploy as many mines as they want. Also ther e really is nothing to counter st. nicks. Maybe they should have a st. nicks remover(NPC) to remove them for money. |
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devilash Level 20 Posts: 15 |
But that still leaves you with no way to counter them, you pay people to remove a St Nick (Basically doing what a mine would do), or you remove them by laying mines. Thats basically a catch 22 situation. |
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scarybug Level 10 Posts: 115 |
That's why I like portals as a St. Nick cleanser. Portals exist anyway. You could drop your own, but you can find wild ones pretty easily. Seers would be more useful to destroyers, creating another potential alliance which would make the game more interesting. |
jwilk![]() Level 7 Posts: 43 |
@scarybug I am sure if they can program portals to remove Nicks then they can have it check if it is your own portal and if you have went though that portal several times. |
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scarybug Level 10 Posts: 115 |
I was pretty sure portals only work once per person anyway. I think you should be able to use your own portals to clean off a Nick, but it's cheaper to find someone else's portal. |
tulsatrey![]() Level 11 Posts: 37 |
Wait, going through a portal removes a St. Nick? How did I get to level five without knowing that? Ah well. |
pixielo![]() Level 20 Posts: 3706 |
Portals don't remove St. Nicks--they were just brainstorming new game ideas. |
hattz![]() Level 15 Posts: 26 |
heh, just blew 15 mines and think i still have st nicks on me.. and i;m not even a destroyer.. bah! pretty easy though, just buy out whatever you want/need/have points for. then nicks dont do anything to you.. still left with price inequality though. |
cwonder![]() Level 9 Posts: 9 |
I bought 10 mines today. When I tried to use them, I found that one person St. Nick'd me enough to completely negate my purchase, possibly even more so. I won't know until I have enough to buy more mines and find out. As the system currently exists, one Vigilante is equivalent in effectiveness to five Destroyers. This is what I would call seriously broken. @scarybug: I like your ideas of removing Nicks with portals as both a balance issue and an alliance builder. Currently there isn't a strong connection within those who carry the torch of Order/Chaos. I think building Seer/Destroyer/Vigilante relationships is a good improvement to the game as a whole. |
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merci Trustee ![]() Level 16 Posts: 269 |
Mines now cost the same amount as St. Nicks. These are great ideas, scarybug, I especially like the portal-washing. Very cool. |
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rossmills Level 9 Posts: 67 |
Cool, now to focus more on crates! ^_^ |
kittyhawk![]() Level 6 Posts: 68 |
It does seem like the Vigilante class is too powerful. I'd suggest that each vigilante can only plant one St Nick on a particular foe, and that they have a chance to fail. |
pixielo![]() Level 20 Posts: 3706 |
The St. Nicks can now reach a limit on a player--I do believe that after 5, no more can be planted. And that is cumulative, not just 5 Nicks from one player. |
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infopowerbroker Level 10 Posts: 5 |
Mines are left at a page, and are only effective for a specific url. What if St. Nicks target a url instead of the player? This would be an even counter toward a mine, and would allow the Nicks to go after Google in swarms, effectively countering the minefield that the site has become. |
voltaire![]() Level 7 Posts: 7 |
I just found out you can trigger your own mines. What's up with that? I read xkcd, so I laid a mine there. When I went back to show a friend the comic for today, it blew up. |
pixielo![]() Level 20 Posts: 3706 |
Watch your step! Mines do not discriminate--just like in RL. Plant one and forget about it--just make sure that your armour is on snug and tight. |
rebeccablood![]() Level 12 Posts: 110 |
This discussion is interesting to me, because it goes in exactly the opposite direction I thought it would go in. My frustration has been that *only* 5 St Nicks can be placed on one person, whereas a Destroyer can mine a single page to Hades and back. A Vigilante simply can't match a Destroyer tool for tool. |
jwilk![]() Level 7 Posts: 43 |
@rebeccablood I think it is a lot more even now. Mines can be blocked by a users armor (which is highly likely) and St. Nicks. Mines are also chaotic in nature because you can not target a person (other then maybe there profile page which can be set off by anyone). St. Nicks on the other hand are targeted against a user and they are 100% effective. |
rebeccablood![]() Level 12 Posts: 110 |
@jwilk - I see your point, but I need to think about it to figure out whether I agree. I really do think there should be a limit (say 5) to the number of mines a single player can put on a single page in a single day; and probably an upper limit (like 100, say) to the number of mines that can be put on a single page at a time. |
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