Yes, I agree with the statement that the majority of CoF drops are not tagged.
No, I don’t agree with the statement that CoF gets the same amount of non-tagged drops then MG.
If a single item is upgraded rather then a separate one being created then it already is a inequality. It is actually ‘unfair treatment’.
And for such a mechanic any inbalance there is simply not acceptable as a baseline… because it’s the core aspects on which everything builds upon. You can only increase the disparity from then on with every change. More upgrades? Less base drops! It affects the option to change different to MG.
Also, agreed to this:
Every item created through the mechanic of CoF is supposed to be tagged as a CoF item.
A failure to do so is a inproper implementation of a mechanic.
And spoken directly… if you fix a broken mechanic by implementing another broken mechanic counteracting the specific type of brokeness then it’s one of the utterly dumbest situations existing… hilarious… but dumb.
If you’ve seen ‘The Simpsons’ then it’s kinda like the Mr. Burns episode where he checks for illnesses… and the doctor finds out he has so many that they counteract each other. No… he’s not ‘healthy’ as anything would tip him over the edge… it’s still ‘broken’
Please for the love of everything that’s good… lets focus on how mechanics should actually be implemented and not how EHG did the impossible - actually masterpiece luck outcome - of breaking stuff so inherently that by sheer coincidence the end-result is actually working again!
You know… a solid foundation would be nice here as it otherwise always leads ad absurdum
So to return:
There is no mechanic included in CoF which is supposed to provide a quantitative base-drop increase.
It only has mechanics supposed to drop items ‘affected by CoF’ (Hence tag) or ‘duplicated/created by CoF’ (Hence tag).
If broken stuff changes this outcome or not is not relevant for a healthy game-design direction long-term. Actually broken stuff changing that is a long-term detriment.
If - and that’s kinda the big thing - the mechanics would actually function properly then as a example MG would need… let’s say 10 hours for fixing a build with non-tagged items at the same stage and same drops compared to CoF which would need 13 hours. As an example.
There is a difference. Excluding the case of broken implementations.
Ok… so what stops it to be a play-time based trigger instead? ‘You have to change in the next 4 in-game hours’.
Would be a failsafe and cause this whole mess to simply disappear. ‘poof… gone!’.
Overengineered and badly designed hence.
Ah yes, enforcing the player to take on responsibility for things ‘someone else does’ (another character you have) in a massive antiquated form. Nice for storytelling, idiotic for mechanical design, nothing else.
It’s not only a flimsy premise but also a archaic method of behavior. Which… as said is nice for storytelling but awful to be enforced to go through. People got enough shit RL to handle to include that in their fun-time.
Abhorrent unethical behavior actually.
Do we want that in our games? Outside of storytelling bits… but actually be forced to go through the notions? ‘The mother is a criminal, kill the baby too!’ ya know…
Don’t start with that stuff, it can’t end well as a actual example.
Ok… so… to expand it to the ‘double-change’ example. So you can actually experience both properly and still are afterwards *fixed’ in the spot.
Here goes:
You pick a faction.
You got a 4 hour ‘trial time’ in-game. You see how you like it.
After those 4 hours you have to pick ‘stay’ or ‘switch’. Access to tagged items gone, progress isn’t counted. Or even better… character state from before those 4 hours trial time restored (It’s a test, not a progress)
You try the other side… once more, 4 hours trial. Stuff afterwards gone.
Tried both? Pick!
Want to end prematurely? Lock in!
Done. No way of causing a ‘brick’ or having all the convoluted downsides related to tokens, convoluted systems or anything else.
Current state? Fails entirely to uphold the context it’s created for while also causing secondary issues. Big issue.
Yep, and they also have max rank, 1,5k corruption and they’re so vastly beyond the end-line of intended progression that it is of no matter how they go forward from there anyway.
The solid situation has to happen from Level 1 up to killing Aberroth roughly. A bit beyond for good measure.
And it was answered with a viable one.
Not equivalent example.
You actively loose something with mastery.
15 factions versus 5, 66% ‘content’ lost.
Very simple math, has been provided.
Your turn.
What would you loose in the situation?
Oh? Is your button always greyed out for MG?
You can’t pick it?
And here I thought we all got initially 2 buttons to pick.
Heck… here I thought we both also got the ability to switch between factions in the same way… oh wait! Actually we don’t. Since you might’ve 10 equipped tagged items and I do 2!
One aspect of faction change which is important and not upheld is that the cost of changing it when presented needs to be equal for all players at any time given their respective progression state. The only differences are to align it with level… or corruption level unlocked for example (since higher corruption = more XP = more favor), hence scaling in a linear manner to have ‘time’ as the permanent factor attached to it.
Currently the system has no permanence for the cost factor of switching factions. That’s… awful simply spoken.
My example had permanence related to ‘resource cost’. So you’re right though… it wouldn’t hold up if people rush past the 100k stage… and also it wouldn’t be fair to cause someone disliking the system to play for quite a substantial amount of time early on in monoliths to change to their actual wanted faction.
So lets shift over to time-based limitation. How many hours of play-time would you see as a viable option for a change to happen? 5? 10? 100?
Or we can take the trial-period.
Or we can also include a cooldown period - in-game time spent with content being run, to avoid idle players - which is extensive after a switch.
There’s so… so many options available which aren’t related to ‘Now you feel like shit since nothing works’.
And at the core, that’s what the initial ask for the change was in a realistic manner without the ‘I want everything’ aspect.