PDA

View Full Version : Update 26-Sep-2008 - King of the Hill fixed and naked battles


berserker
09-26-2008, 02:59 PM
+ message about KOTH point scored now shown only about player who finished turn
+ units highlight in KOTH zone added
+ now in KOTH you need to earn 12*team size
+ fixed: sometimes objects spawned in KOTH zone and corrupted it
+ fixed: missing KOTH zone
+ experience when starting naked is decreased by 20% per naked unit if your level is greater than 5

luke1976
09-26-2008, 03:09 PM
Why xp reduction for naked battles?:confused:
Is it due to free starting weapon?:cool:

Just played koth again worked great got 911 xp not bad:D

berserker
09-26-2008, 03:15 PM
We dropped experience because we are having a major problem here - everyone plays naked. This way we need to take appropriate measures. Other alternative solutions to this problem are: give no startup weapons or do not allow to take weapons our from the battle. I feel cutting experience for naked battles is best solution.

HomeRnDrby1
09-26-2008, 04:09 PM
Well... the KOTH bug's been fixed in no time at all!

Also great to see that players that like to fight naked will have to reconsider their plans with that experience drop... that's quite the number!

luke1976
09-26-2008, 04:44 PM
We dropped experience because we are having a major problem here - everyone plays naked. This way we need to take appropriate measures. Other alternative solutions to this problem are: give no startup weapons or do not allow to take weapons our from the battle. I feel cutting experience for naked battles is best solution.

I dont play naked and have won 2 of 3 koth :D:D
Guess this is the best option.:)
more people need to wait for good balanced team games they are more fun than boring 1v1 all the time.:mad:

ps what are the junior member , member tags on your for profile

berserker
09-26-2008, 04:51 PM
ps what are the junior member , member tags on your for profile

They depend on how many posts you've made on forums.

swatman89
09-26-2008, 05:36 PM
from what level i can play KOTH and in what place on the map.

thanks

HomeRnDrby1
09-26-2008, 05:59 PM
KOTH is currently only available on one map: "Junkyard". That means you'll have to be level 8 to access the KOTH game mode. I believe there are more on the way for the bigger maps... so be ready for more mission style combats!

MetallicA
09-26-2008, 06:29 PM
and people are back to junkyard!

thanks moderators!

but yesterday lost quarters was quite empty...I hope it was only for yesterday/

HomeRnDrby1
09-26-2008, 07:21 PM
and people are back to junkyard!

thanks moderators!

but yesterday lost quarters was quite empty...I hope it was only for yesterday/

The experience boost for bigger games should provide a much needed incentive for bigger maps and games. Also... someone needs to fix the math for the Sept. 25 update... the number should read 130% for a 8 player game and not 140% if the bonus applies for each person beyond the second.

madoncio
09-27-2008, 06:28 AM
+ experience when starting naked is decreased by 20% per naked unit if your level is greater than 5

How is starting naked a problem? And what about people who doesn't have the proper equipment to go into battle? sometimes we lose games you know...

The way I see it, this update effectively ruins the gameplay for those of us who do not wish to use the Cash Shop, was not this supposed to be a free game ?

onetower
09-27-2008, 08:15 AM
this update is good, better this than cut start weapons

michielh3
09-27-2008, 12:28 PM
Nice to see the KOTH fixes , but why the naked xp drop .. :confused:

This way you are forcing people to buy stuff at the cash-shop as they won't have a decent chance of winning when starting equiped with left-over weapons ..

HomeRnDrby1
09-27-2008, 02:18 PM
The reason for the experience rate cut for naked battles is that some players only played naked and never really hunted for items (with the exception for the occasional artifact that showed up). In fact, on any given day before the rate drop, I saw more naked battles than equipped battles by a ratio of almost 3:1 (that just by my figures, it's not the actual ratio by a long shot)!

Also, it won't force players to buy items from the Cash Shop, that's entirely optional. You'll just have to loot them from other players and/or open more containers!

Kill0wat
09-27-2008, 07:11 PM
The reason for the experience rate cut for naked battles is that some players only played naked and never really hunted for items (with the exception for the occasional artifact that showed up). In fact, on any given day before the rate drop, I saw more naked battles than equipped battles by a ratio of almost 3:1 (that just by my figures, it's not the actual ratio by a long shot)!

Also, it won't force players to buy items from the Cash Shop, that's entirely optional. You'll just have to loot them from other players and/or open more containers!


you have 50% chance to lose so if you start dressed you have 50% to lose your items, after 1 or 2 lost battles you lose most of your items and what you do? go naked? rediclulous you get 40% of xp which is nothing!!!! even if you win you mostly lose 1 or 2 units and you lose items anyway!!! so we are FORCED to use cash shop and that's a fact

piahoo
09-27-2008, 09:00 PM
i must agree with kill0wat

additionaly there is another issue:
today i was playin with astor twice, once i win, and lost another game. theoretically my items shoud be identicaly as before, but of course in winning game was no time to pick up items, so i am naked again, -60% xp and no chance to win with anybody. under that circumstances playin is not funny anymore :p i think good comprimise will be automaticly picking up all left items from battle, and let winning team divide it by themselves. for example player with most damage given pick up item first, less dmg last. or player with 900dmg given take 90% items, 100dmg 10% of items, dunno exactly , those are only only examples ;d i think this is fair solutions, players who keep winning take rewards, those who are losing are forced to buy items:D additionaly it would remove occurrence of looting items before game ends (very annoying if you are losing ;d) and encourage players to deal dmg (not camping behind teammates) so games would be quicker and more intresting :)

i hope you understand me:D thanks for attention paid to read this post lol *-*

MetallicA
09-27-2008, 09:15 PM
We dropped experience because we are having a major problem here - everyone plays naked. This way we need to take appropriate measures. Other alternative solutions to this problem are: give no startup weapons or do not allow to take weapons our from the battle. I feel cutting experience for naked battles is best solution.

I dont understand....what s the problem when they play nakked? that is up to you because when you start up naked your chances of losing against an equipped person are bigger. and..sometimes...they just dont have anything at all to equip because they have been losing a lot..

piahoo
09-28-2008, 09:50 AM
let me explain you

making the long story short, all players in game was starting with free weapons only, so nobody was using shop.

berserker
09-28-2008, 10:54 AM
additionaly there is another issue:
today i was playin with astor twice, once i win, and lost another game. theoretically my items shoud be identicaly as before, but of course in winning game was no time to pick up items, so i am naked again

We will make that last turn won't end after you win so you will have a chance to pick up something.

so we are FORCED to use cash shop and that's a fact

Only if you want to level up faster. 40% is still good exp. I would understand your complains if we've decided NOT to give experience AT ALL.

let me explain you

making the long story short, all players in game was starting with free weapons only, so nobody was using shop.

Problem actually worse. Even those who can pay do not have a reason to buy items from shop cause everyone plays naked and there will be noone to play with if you are equipped.
Now as I can see from watching battles a lot of people started to play equipped so this update resulted in quite positive effect.

SMELLICT
09-28-2008, 11:43 AM
does it mean that your unit dont have items at all or that he has items

in his backpack but just not equiped ?

berserker
09-28-2008, 11:49 AM
Starting naked means if your unit don't have items at all. If you have items hidden in your backpack you won't suffer any penalty.

HomeRnDrby1
09-28-2008, 02:49 PM
Starting naked means if your unit don't have items at all. If you have items hidden in your backpack you won't suffer any penalty.

Even though the tactic is frowned upon by numerous players... it's legal.

michielh3
09-29-2008, 11:25 AM
wel, coming back on my statement a few posts back , the decrease isn't as bad as i though it would be, There seem to be much more people playing with an inventory :D

berserker
09-29-2008, 03:29 PM
wel, coming back on my statement a few posts back , the decrease isn't as bad as i though it would be, There seem to be much more people playing with an inventory :D

Yes, I've also observe this happened so looks like update been quite good. What is the reason of all those items if noone plays with them and they only stacked in your storage?

michielh3
09-29-2008, 03:33 PM
I'm also one of them and I think it's because no-one can be certain to win or not.

People won't risk putting in one unit with good weapons and two with leftover stuff if someone else does have good weapons equiped ..

And as you can't see if anyone has anything quiped ( and many people lay about it .. ) everyone tends to play full or empty :)

sharpe
09-29-2008, 04:26 PM
so, havent caught it at all..

i want a reason, whats so bad on naked start.

only 2 points were mentioned:

- everybody plays naked
- box-stuff isnt used by gamers

a) everybody plays naked start

--> why not???

b) stuff in boxes isnt searched and used

--> you wont get through a game with your 6 shoot start weapon

i still believe, itz only made to force gamers into cash shop, nothing else...


this game suffers under

- quitters (mostly low lvl)
- campers
- no risk players...

but not under naked starters


so, one step more in direction ''i am lieutenant on lvl 16 with 300 wins''


how to do try-outs, fights with higher level, etc. when the only result is: go to cash shop for such a stupid gameplay...

HomeRnDrby1
09-29-2008, 04:51 PM
I think you're missing the boat here...

Quitters... just don't play with them!

Campers can be easily bested with explosives and good positioning.

No-risk players... that I haven't seen much of. If you're talking about players that use your units as a shield, just don't play with them.

berserker
09-29-2008, 05:32 PM
this game suffers under

- quitters (mostly low lvl)
- campers
- no risk players...

but not under naked starters


This game suffered all of the above and naked starts also. And actually we fix things you mentioned too. To fix quitters we've added ranking, deserter rank and quit games counter. To fix campers we've added small maps and King of the Hill. So I guess you are missing the boat, seriously.

sharpe
09-29-2008, 06:58 PM
thx for fast answer, but:

the question was not, on which time my ferry leaves.

i asked for:

what is the bad thing on naked starts?

berserker
09-29-2008, 07:13 PM
I already answered that question earlier:
http://www.gunrox.com/forum/showpost.php?p=4230&postcount=19

piahoo
09-29-2008, 08:09 PM
Yes, I've also observe this happened so looks like update been quite good. What is the reason of all those items if noone plays with them and they only stacked in your storage?

lets change one word:

What is the reason of all those ARTIFACTS if noone plays with them and they only stacked in your storage?

looks more familiar now? my idea is to punish players who have artifacts in they storage and dont use them. lets say -10% of xp for each unused artifact. good thing or bad thing? this is no more harsh than punishing everybody no matter if they have items or doesnt have

berserker
09-29-2008, 08:12 PM
let's not change white and black

0fits0
09-30-2008, 03:53 AM
so why don't we change one thing?
if i start with one armor i am not naked, but still don't have any weapon!
why don't you give start weapons to the people who get in the battle with the armor?
and let's tell the truth here, you guys can say that the xp penalty for naked battles is just to avoid that people don't open boxes, but the consequence that this change brings to the game is visible--> want you start grenade or your mine, medkit, 1 use stuff, without losing xp = USE CASH SHOP!
maybe if you admit it, it will be more easy for us to understand!
now we have like 3 good choices:
--> Please the Moderators: keep things the way they are!
-->Please most of players: changes things back to the way they were!
-->Middle-Term option: armor count has not naked player, and if you have 0 weapons you get you started stuff(or maybe only secondary or something else)

PS: Sorry for my bad english, nobody must tell the truth, but please consideration is high evalued by some ppl!
BTW Gratz for the game it's almost too good to be truth(turtle/shelter and xp penalty is the only problem that i can see, and maybe the sniper acc)

berserker
09-30-2008, 09:01 AM
and let's tell the truth here, you guys can say that the xp penalty for naked battles is just to avoid that people don't open boxes, but the consequence that this change brings to the game is visible--> want you start grenade or your mine, medkit, 1 use stuff, without losing xp = USE CASH SHOP!
maybe if you admit it, it will be more easy for us to understand!


We made this not to force everyone use Cash Shop but for the people who actually buy items it to have a use for them. If we wanted to force we could make something more obvious like level limit for free accounts, but we haven't done that and do not have such plans so stop complaining. You always have an option to play naked but you won't level up as fast as those who buy items. If you wan't to level up faster - pay, if you don't want to pay - spend more time - sounds pretty reasonable to me.

luke1976
09-30-2008, 10:22 AM
:confused::confused:
this naked battles debate just keeps going in circles
seems pretty simple to me
either u play a match looking 2 get gear = low xp
or u play a match 2 earn xp = faster game , less gear collected

if players played team matches on big maps they could improve xp and have more chance of collecting items, an 8 player match should balance out some of the xp penalty.
:D:D

crazy_kiler
09-30-2008, 04:05 PM
:mad:come on drop this naked battle thing maybe 10% is ok but it is really annoying me come on get rid of it or lower it by 10 percent

henriqueg3
10-13-2008, 12:47 AM
.........you did this ..... for people to buy guns hindered this ......... who has 10x mastery in any weapon

Xenomech
10-20-2008, 07:53 PM
We dropped experience because we are having a major problem here - everyone plays naked.

Why is that a problem?


If you wan't to level up faster - pay, if you don't want to pay - spend more time - sounds pretty reasonable to me.

Oh, they're not spending money on the game.


Man, with this kind of attitude behind the game, Gunrox is going downhill fast.

Just FYI: It's better to reward behavior you want to encourage than to punish behavior you want to discourage. The changes to the game the designers are making seem to be consistently backwards, which will just end up driving people away from the game. And it's unfortunate because there's so much information out there on player psychology and how to make games better.

berserker
10-20-2008, 09:10 PM
Man, with this kind of attitude behind the game, Gunrox is going downhill fast.


I've already heard that from you more than once. I hope next time you will say something new.

Dewdundency
10-20-2008, 09:58 PM
Xenomech, go play jumprope with your sister. If you dont have a jumprope, then buy one. If you suck at it, then buy a better jumprope. Moral of the story? everything costs money.

Xenomech
10-22-2008, 03:17 PM
I've already heard that from you more than once. I hope next time you will say something new.

I hope so, too, because that will mean you'll have listened to people with experience and have learned to make better design decisions.

Seriously, I'm giving you all this free advice to make the game better.

Xenomech
10-22-2008, 03:17 PM
Xenomech, go play jumprope with your sister. If you dont have a jumprope, then buy one. If you suck at it, then buy a better jumprope. Moral of the story? everything costs money.

Wow. Just...wow...

Xenomech
10-22-2008, 05:31 PM
To help put things into a graphical perspective, here is what the game balance for a good multiplayer online game looks like:

http://img93.imageshack.us/img93/2145/gamebalancegraphidealhm9.png

And this is what the game balance for Gunrox looks like:

http://img93.imageshack.us/img93/8259/gamebalancegraphbadbz9.png

Players with little skill or poor weapons start at the left hand side of the chart and are trying to make their way to the right. The best approach to designing the game would be to help these players get to the middle so they don't get discouraged and give up on the game. This can done by NOT ludicrously penalizing players who lose games and lose their equipment.

Bear in mind that the chart does not depict ease of levelling or ease of raising one's rank. It depicts ease of improvement of the player's "status", which is a general term describing the conglomeration of the various things that characterize a player of the game (e.g. player skill, team level, rank, items, etc.).


What you’ll want to do in a massively-multiplayer game — especially one you charge money for — is to get people easily hooked and not easily bored. This results in a pool of players who are all trying to out do one another, which is a hallmark of a successful game.

Don't continue to make the mistake that forcing players to spend money in order to improve in the game should be the main way to get players to improve their "status". The game should help the unlucky and the less skilled, and it should challenge the lucky and the more skilled.

Once you've got the game properly balanced this way, it becomes a self-sustaining system instead of one that bleeds players. The primary focus should be on balancing the game into an ideal risk/reward state, then, from that point, look into addressing areas where players may be exploiting your designs.

But just throwing penalty on top of penalty on top of penalty for the bulk of your players is just going to destroy Gunrox in the end.

Late
10-22-2008, 05:51 PM
A new player can loot weapons from crates at the newb area. All the other players mostly have newb guns there too so its not that big drawback really.

I don't think your graphs are right because it was very easy to start playing gunrox without reading any manual. And I think its getting slowly harder so the difficulty curve is good. After all its mostly about how good or bad your opponents are.

Xenomech
10-22-2008, 08:02 PM
A new player can loot weapons from crates at the newb area. All the other players mostly have newb guns there too so its not that big drawback really.
This assertion is wrong for two reasons:

1. Even in the starting areas you are facing people who have brought weapons back from higher level areas or who have purchased weapons.

2. Starting with no weapons means you are far less likely to win against opponents who start with weapons (as many/most do).


I don't think your graphs are right because it was very easy to start playing gunrox without reading any manual.
The graph is not about how difficult it is to actually figure out how the game works.

Late
10-22-2008, 08:44 PM
I don't agree with your reasoning, but I do understand what you mean. It is hard to get weapons if you have lost some times in a row and have nothing left. But it is not impossible. I know I was in that "hole" myself already, but its not that terrible to lose a match or 5 because you start with newbguns. Besides, it might work as an incentive for someone to buy guns from moneyshop and thus funding the game :)

NinjaZee
10-23-2008, 08:22 AM
Late: As I also wrote about in another thread, players should not be "forced" into paying for a game because of bad game design... That is not the idea of good microtransaction-funded games. You cannot protect flaws in the design by saying "then people can just buy some Enkord cash".
I'm not saying that Gunrox is a bad or poorly designed game, not at all, I think it is a great game... But there is still room for improvement in different areas.
The reason why I (and probably also Xenomech) come with suggestions for improvements is that I wan't the game to succeed on a greater scale (more players = more fun for me, and more money to support the dev. team), a good way of doing this is by improving the game. And when some of the suggestions even comes from people working/having experience with game development they should be taken seriously (although this is not the same as the suggestions should be implemented, there could be different good reasons not to do so)... Unfortunately this doesn't seem to be the case. Maybe I am mistaking but it seems to me that some (or at least one) of the moderators on this forum are not part of the team developing the game, and they surely have no understanding of game design principles/game development. That is why I hope some of the input from the community reaches the Gunrox game designer(s), instead of stranding at the feet of some forum moderator with a over-hostile one-tracked view on the whole situation.
Fictional (but realistic) example:

Passionate Gunrox player, willing to give input to improve the game: "Hey guys, I think it would be great if you could make this feature ... That could help balance the game and make it even more fun."

Forum moderator: "LOL.... Like... OMG... LOL... you can just use the cash shop FTW LOL! you iDea isn't gooood... because it would change th3 GAME... AND the game is 1337 already! LOL.... N00b..."

piahoo
10-23-2008, 10:39 AM
you forgot famous "plan your steps ahead" and "i feel your pain" :D

luke1976
10-23-2008, 11:14 AM
To help put things into a graphical perspective,.

I don`t think your graph is right either, I found gunrox very easy at the start and won most matches this was during beta trials and no one could buy weapons. The weapon choice early on is limited so u can be equipped by just a few boxes. One thing that may hamper beginners is that the smaller map that they have available to them may give a quicker game but limits them in collecting items , we started with a larger map, but the second map is opened quite quickly with a few wins so this should not be to much of a problem. Now i am level 14 the game is a lot more challenging and harder to win, my only real problem is finding a game as players are more cautious who they will play above this level.

plus ur 2 graphs compare 2 different thing one says difficulty to advance the other is on the challenge of the game like comparing chalk and cheese.

Xenomech
10-23-2008, 12:30 PM
I don't agree with your reasoning, but I do understand what you mean. It is hard to get weapons if you have lost some times in a row and have nothing left. But it is not impossible.
Then it sounds like you do understand my reasoning, because that's exactly my point. ;)

Besides, it might work as an incentive for someone to buy guns from moneyshop and thus funding the game :)
And that's a design mistake. Forcing people at the low end of the "status" curve to pay or quit is bad. It's far preferable to encourage players in the middle of the curve to pay or play.

The point is to keep the game fun for people who won't/can't pay -- thus enlarging your player base, which is crucial for a game like this -- rather than putting them in a position where they feel they need to pay in order to continue or just give up.

Late: As I also wrote about in another thread, players should not be "forced" into paying for a game because of bad game design... That is not the idea of good microtransaction-funded games. You cannot protect flaws in the design by saying "then people can just buy some Enkord cash".

Bingo.

Fictional (but realistic) example:

Passionate Gunrox player, willing to give input to improve the game: "Hey guys, I think it would be great if you could make this feature ... That could help balance the game and make it even more fun."

Forum moderator: "LOL.... Like... OMG... LOL... you can just use the cash shop FTW LOL! you iDea isn't gooood... because it would change th3 GAME... AND the game is 1337 already! LOL.... N00b..."

Nail on the head, sadly.

Good post, btw.

I don`t think your graph is right either, I found gunrox very easy at the start and won most matches this was during beta trials and no one could buy weapons.
Gunrox was a different game at the beginning. The graph reflects the current state of the game, not the state of the game through beta (when the game was, oddly enough, more fun, albeit not as "good" in a technical sense)


plus ur 2 graphs compare 2 different thing one says difficulty to advance the other is on the challenge of the game like comparing chalk and cheese.
I understand that the graphs may be a bit complicated to understand. They are high-level abstractions. The difficulty to advance in the game is equivalent to the challenge level. I'm not sure how you are understanding those two things as being different.

And, to be clear, the Y-axis does not correspond to anything: you have to look at the slope between two points.

Regarding the confusion about the graphs:

Think the the curve in the graph as being a path a person on top of it must walk. In general, the preferred path is the easier one (i.e. in the downward direction). What you want your game to do is "catch" people in the middle of the graph rather than push them off either edge.

And the curve represents an abstraction of all game elements, not one particular aspect (such as how "easy" the game is). It includes things like the learning curve, rewards, punishments, the amount and level disparity of interaction between players, etc.

Late
10-24-2008, 12:54 PM
And that's a design mistake. Forcing people at the low end of the "status" curve to pay or quit is bad. It's far preferable to encourage players in the middle of the curve to pay or play.


This is where we disagree, I think that if you are a player with no weapons left, your "status" isn't in the lowest of lows, because you still have your real life skill to play and the ingame skills and perks you have chosen. so nobody is forcing you to "pay or quit" as you put it.

If you lose some times in a row, and haven't bought the storage enlargement, you will run out of weapons faster. Then you are without weapons, you can start some games with no weapons and end up losing because of it, but its not that terrible. When you put points to skills your starting weapons get better, and the difference between "no gear" and "reasonably well fitted" group is limited. I think the "pay to get weapons" is an excelent way of prodding people to fund the game without making it mandatory to do so.

Notorious
10-29-2008, 11:08 PM
To Ninjazee and Xenomech:

I'm actually quite surprised at some of your comments because overall it seems like both of you have a good understanding of mulitiplayer gaming pros and cons. While I do not agree with many of your statements, I respect them and see that you are ultimatly trying to improve the game.

I feel the need to point out just a few things I heard you mention that are not true.

This is not a MMO as one of you made it out to be. ("What you’ll want to do in a massively-multiplayer game — especially one you charge money for — is to get people easily hooked and not easily bored." ) And its not a game that they charge money for - its free to play.

While I would think the intent in the end is to make it successful enough that thousands of people join up, this is a game that is played with 1-7 other people, not hundreds at a time. Yes, it has a chat room. The reason I bring this up is because, most successful MMO's out there are pay-to-play. Some, have tried a free side and then try to get people to pay later but most of them fall short. It comes down to cash flow, which, sad to say, has to be dealt with BEFORE all of the many suggestions can be implemented.

One of you mentioned: "The point is to keep the game fun for people who won't/can't pay -- thus enlarging your player base, which is crucial for a game like this -- rather than putting them in a position where they feel they need to pay in order to continue or just give up." I have a few comments:

Do you really think that without the cash shop or the exp bonus for item use that the game would be void of people with double accounts, trading weapons at low levels, and stacking up their alt accounts?...thus creating the same "feel of imbalance for new players"? If you think so - you're wrong. EVERY GAME suffers from some sort of abuse. Sure, there are steps that can be taken to counter this but that takes time and ...yep...money.

Where do you think the money is coming from to fund this game? Certainly not from THIS GAME...even with the Cash Shop. I think you may have to be a business owner to fully understand this but, while many people, including myself would LOVE to make a free game that stays free, is always interesting and fun for new and old players, and always takes to heart the suggestions of the fourms...that is a pipe dream. The reality is, the economy is tough and I'm impressed GUNROX hasn't been forced into a pay-to-play method already! I think the game is strong enough to stand on its own as a pay-to-play game because the extra revenue gained, would HELP to allow for the changes the game may need.

However, I respect that they want to keep it free. I just wish others would understand that ULTIMATE BALANCE will never be achieved. Make your comments and then let it rest. GUNROX should be able to push people a bit towards using the Cash Shop if they want. It's smart, it's nessecerry, even if it causes some frustration amoung players.

GUNROX is truly trying to have a micro-trans option that doesn't totally mess up game balance. Meanwhile, everyone expects them to make programming changes that realistically: AREN'T SIMPLE, COST TIME THEY DON'T HAVE, AND MAY OR MAY NOT SPAWN MORE SUGGESTIONS OF THE SAME. (you can see how this could be an endless circle - ending in the game going under)

To all of you who feel passionate enough and frustrated enough about what GUNROX has or hasn't done: Continue to make your suggestions and believe that they will implement what they see as realistic and positive. Encourage others to play this game. And then enjoy GUNROX for what it is.

If that is not good enough for you, then I recommend one of two things: 1)donate a large sum of money so GUNROX can continue to put in the extra programming thats needed to make some of the changes you are suggesting....OR: 2) Make your own game, one that is perfect for all, with perfect "player balance graphs", that fulfills everyones needs and desires, and that only receives "Thumbs up, you guys rock!" on the forums. :eek:

I know i'm being overly sarcastic here. I just have very little patience for those who suggest changes and then who are offended when they aren't immediatly agreed with or implemented. Both of you endorsed this sarcastic remark: ("LOL.... Like... OMG... LOL... you can just use the cash shop FTW LOL! you iDea isn't gooood... because it would change th3 GAME... AND the game is 1337 already! LOL.... N00b...") as "good" and "right on". When instead, all it does is belittle the hard work that's already been put into this game by programmers AND moderators.

I'll stop with my "book" on GUNROX now...sorry for the INSANLY LONG post.

Josh (Notorious)

NinjaZee
10-30-2008, 09:28 AM
Notorious:
I just read your book, it's a reasonable piece of work :)

I'm glad to see that none of your quotes are actually from me, except for the last one. And to fully understand that last quote you must have followed a lot of the forum threads for at least some weeks. If you have done so you should know what I am referring to (and I know for certain that several other players do). Generally I have very much respect for the people working on/for this game (or doing any kind of voluntary work for a good cause), also if they are not part of the actual development but are just moderating the forum. But... First you have to earn this respect and responding to all suggestions from players with post like my example (the one you quoted) is absolutely not the way to do that!
When I have posted suggestions for the game the only thing that I have expected is that at least one person from the development team would eventually (maybe in a few months) read the suggestions and reflect briefly about their potential. And then of course I also expected the absence of posts as the one previously discussed, but that should be a matter of course.

Otherwise I agree with the views stated in your book.

Notorious
10-30-2008, 05:14 PM
Thx Ninja,

I think the expectaions you just mentioned are very reasonable and you are correct, I haven't been involved with the forums until only recently so I probably took that quote a bit out of context or didn't fully understand it.

Thanks for the respectful response, my hope is that GUNROX can make its way into the US market in a big way (hopefully with my help!!!)which could trigger a nice bit of needed cash flow. Thus, creating a bit more opportunity/justification to fix some of the things that have been in need of fixing.

However, as you have mentioned, it would be in GUNROX's best interest to make sure insightful player posts are responded to adequatly and maybe even publicly listed (i know they have an internal "to do" list already) so they can feel their voices have been "heard" at least to some degree. Reactionary replys do not help the forum community - the same as sarcastic posts. So, I think we are actually on the same page. :)

I know we both have the same end goal or we wouldn't be posting on this forum. :)

Josh (Notorious)