Just a guess ... Marko doesn't have a camo ?
Calling it a scandal is offensive to actual scandals .
Re: OTM camo charm scandal
#21
Last edited by Eliminater on Mon Oct 29, 2012 7:01 pm, edited 1 time in total.
I can probably count who in my world bought a camo charm before admin announced they were going away. There is one person who spent 100k on it because he wanted to stand next to Rockbelly.Ya OTM has made some fixes to the aggro ranges. It is hard to know now how it compares to pre-update when the charms were available.
It comes down to an issue of principle. What do you do when you don't really like the way the game is going and want to change it? (In this case aggro ranges) Do you just discontinue the offending item (camo charm) and not let future generations buy it but the older players can keep theirs? This is what happened.
What this has been shown to do is strengthen a 2 class system. The elite and the non-elite. The elite get to play a different game than the non-elite.
Sure some items can stay in like this but for a game-changing thing like a camo charm, I think a different approach should have been taken.
Options I would have had on the table in hindsight before the update was released:
1. Lets remove from the game all the camo charms and give each player that has one 10% more than the original value for the inconvienience.
2. Lets just keep the camo charms in the shop
3. Lets give players a warning that we are both going to tweak the aggro range and discontinue the camo charms before the update
4.Lets tweak the camo charms and give players that have one a 50% refund for the inconvienience or let them return to support for their full purchase price plus 10% for the inconvienence.
ect.
I miss the the old path to AggragothEven the path to Aggragoth was nerfed. There used to be 7-8 level 140 wyverns there with Spit Fire. Now there's only 3 level 137-139 golems.
So, in this hypothetical land where this was true, why do they still sell invisibility potions if the intent of removing the camo charm was to make people ''fight through''?
Admin announced that Otherworld will be designed in a way that players have to "fight through" mobs to get to a certain point, sort of like a gauntlet-type challenge. That is the reason why you see 2 long narrow paths in Otherworld to get to Aggragoth and to Chained King. The developers didn't want players to rush to bosses without any obstacles. Good idea, bad implementation and a total failure.
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