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meeeeeeeeee Posted: And they had to have 9+ visits saved up for it to matter. Anyone with 8 or fewer visits had nothing negative happen here.
There are two types of players that have 9+ visits saved up that close to rollover. 1. Non-active or low-activity players/alts. These players/alts may have even missed dozens of rollovers already. Two of my alts have been sitting on 12 visits for over a week now. 2. Highly competitive players that are trying to maximize their competitive edge. The only valid complaints, in this situation, would come from group 2. And while I agree that the inconsistency between displayed time of rollover and actual rollover was detrimental, I don’t believe that’s an implication that the entire system is irrevocably flawed and needs to be scrapped.
Neither. There are obviously bugs in this game, like any other. And we all know that this game is unfinished and we’re all unpaid beta-testers. And if you are choosing to engage in a highly competitive aspect of the game, knowing that there are unknown bugs out there, then that is an bumumed risk. Any random factor can cause a disturbance in your gameplan. That’s just the nature of playing at that level in an unfinished game.
I’m reminded of some videogame speedrun challenges, and the fact that taking the time to save a game can cause a delay which increases your overall time. So one tactic is to not save at all and run through at top speed. But if you run into a glitch or a power outage, you just lost all of that progress. You took an bumumed risk, with all the advantages and disadvantages that entails.
If we can talk in specifics, can you tell us what your intended purpose of saving so many visits was? Were you going for a 16 visit Vanilla run? |
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Posted On: 03/08/2009 3:41PM | View Acid Flux's Profile | # |