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Thread: Player Discussion -- Potion GCD & Ideas to Keep Inflation Down

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    Default Player Discussion -- Potion GCD & Ideas to Keep Inflation Down

    Here are two idea's presented by myself and judgementbow. Sounds like the community is liking the ideas, lets continue to refine them into something great.

    Potion Global Cool-Down: Prevents players from "Potion Guzzling". Players who potion guzzle use no tactic, and lack of tactic is the major flaw that hurt Pocket Legends. The Developers did a great job of setting up Star Legends, it actually requires tactic. One thing we have not seen yet is what will happen when people get enough credits to potion guzzle. A counter-argument against this is "What if I need to heal!?!". Well, that is why you will need to use a thing called PPS & PUT. Wonder what those mean? PPS is Proper Party Setup. PUT is Player Using Tactic. If you want to blindly run into a room full of 30 enemies, and potion jam to survive, then go play pocket legends.

    Prevent Inflation & Keep Credits Low: Pocket Legends has major inflation. Which leads to unnecessary spending, and ridiculous prices. One of these unnecessary spending's is buying thousands of potions, to use up in just a few blind dungeon runs. Also, market prices will adjust to credit amounts. Example: In Star Legends, 1,000 credit is equivalent to 10,000-20,000 gold. So expensive items on the consignment shoppe would be 10,000-20,000 credits, compared to Pocket Legends, 100,000-200,000 gold.

    Constructive Arguments -

    judgementbow against Low Credit Rate - "If the amount/price of credits that can be purchased is lowered, then I'll be fine with credits staying low. If the price for credits doesn't change, anyone could be rich in game by spending a few bucks on credits."

    Opinions?
    Discuss! :P

    Spacetime User Terms and sayings:

    Potion Guzzling - The act of constantly having to tap on the potion buttons to survive a dungeon.
    Potion Jamming - The act of constantly pressing the potion buttons, just to stay at full healthpoints and manapoints at all times during a dungeon.
    PPS - Proper Party Setup
    PUT - Player Using Tactic
    Last edited by Pharcyde; 07-09-2011 at 12:53 AM.

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    +1 to lower credit rate, it'll make potions more of a gold sink.
    +1 to potion cooldown, SL = tactics, PL = casual.

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    Luminary Poster Ellyidol's Avatar
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    Out of curiosity, since you bring up credits and keeping the inflation low, do IAP for credits exist? Much like IAP for gold in PL. If so, what are the rates?

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    I can see where this would be helpful in PVP, but in PVE, I think players should be allowed to guzzle potions if they wish to. It helps the player and the team in PVE, versus unstrategic guzzling in PVP. PPS? Sounds like a reason for people to boot.
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    Sorry, forgot to copy over user terms key. check post in like 30 seconds for terms.

    Quote Originally Posted by Ellyidol View Post
    Out of curiosity, since you bring up credits and keeping the inflation low, do IAP for credits exist? Much like IAP for gold in PL. If so, what are the rates?
    Yeah.. sadly. It's actually a big obstacle for low credit rates. Players could buy 35k credits for a decent amount of platinum. judgementbow, the player with the highest kill amount in the game, is just now hitting 10,000 credits. So that means a player can purchase 35,000 kills worth of credits, while judgementbow, gets 1 credit per kill. (He is 10k+ kills now).
    Last edited by Pharcyde; 07-09-2011 at 12:56 AM.

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    Quote Originally Posted by Tvis View Post
    I can see where this would be helpful in PVP, but in PVE, I think players should be allowed to guzzle potions if they wish to. It helps the player and the team in PVE, versus unstrategic guzzling in PVP. PPS? Sounds like a reason for people to boot.
    I think I'm missing something, there are no potions in PvP. For PL and SL doesn't have it yet.

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    Quote Originally Posted by Otukura View Post
    I think I'm missing something, there are no potions in PvP. For PL and SL doesn't have it yet.
    Lol, thanks. PVP should stay that way.
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    Quote Originally Posted by Tvis View Post
    I can see where this would be helpful in PVP, but in PVE, I think players should be allowed to guzzle potions if they wish to. It helps the player and the team in PVE, versus unstrategic guzzling in PVP. PPS? Sounds like a reason for people to boot.
    Well, your one of the first players to logically disagree with the pot cooldown. So if you refine your post or add some depth into it, I will post it up on the constructive arguments.

    Edit: Now to discuss. Players will still be able to use potions in dungeons, the cooldown would just prevent players from blindly clearing or rushing maps.

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    Quote Originally Posted by Pharcyde View Post
    Well, your one of the first players to logically disagree with the pot cooldown. So if you refine your post or add some depth into it, I will post it up on the constructive arguments.
    My point isn't so much an argument as it is an open opinion. I stated the obvious of keep PVP without pots. I wouldn't want anybody limiting me on anything I do in PVE. I'm not a pot guzzler, but we know some people do. Just like how the devs wouldn't keep someone out of a campaign they paid for, I don't think it's right for someone to limit others in something they pay for.

    Personally, I would like to see more strategy and less guzzling, but I don't think limiting players freedom in choosing for themselves is the way to go.
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    Understandable - But there are limitations on dungeons. The main spine content is free, so you need to be a certain level to join the dungeons (Robo Bandits dungeon, 1-5. Red Star 6-10, ect.) Unless the player hosts it, they are restricted by level from joining it. You did hit a solid point though, STS has always been good at giving players options and not restricting them. My open opinion is that this game becoming a guzzler is not worth the open choice of tactic or guzzle.

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    Quote Originally Posted by Pharcyde View Post
    Sorry, forgot to copy over user terms key. check post in like 30 seconds for terms.



    Yeah.. sadly. It's actually a big obstacle for low credit rates. Players could buy 35k credits for a decent amount of platinum. judgementbow, the player with the highest kill amount in the game, is just now hitting 10,000 credits. So that means a player can purchase 35,000 kills worth of credits, while judgementbow, gets 1 credit per kill. (He is 10k+ kills now).
    Ah. Is it 1 credit = 1 kill in SL?

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    Quote Originally Posted by Ellyidol View Post
    Ah. Is it 1 credit = 1 kill in SL?
    1 credit = 1 gold.

    EDIT: Elly! Get an android! I want a good tank!
    Last edited by Otukura; 07-09-2011 at 01:14 AM.

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    Quote Originally Posted by Ellyidol View Post
    Ah. Is it 1 credit = 1 kill in SL?
    Not exactly, but the drop rate is low enough, that after judgementbow got 10,000 kills, he only had 10,000 credits.

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    Quote Originally Posted by Pharcyde View Post
    Understandable - But there are limitations on dungeons. The main spine content is free, so you need to be a certain level to join the dungeons (Robo Bandits dungeon, 1-5. Red Star 6-10, ect.) Unless the player hosts it, they are restricted by level from joining it. You did hit a solid point though, STS has always been good at giving players options and not restricting them. My open opinion is that this game becoming a guzzler is not worth the open choice of tactic or guzzle.
    The limitation on the dungeons was a while back (used as an example). At the point the game is now, potions are costly and gold is hard to come by. Unfortunately, people use real money to buy gold to buy potions. This goes back to STS giving players options. Also, how long of a cool-down do you have in mind? The current cool-down in PL is small and we can use skills very quickly. It was noted that the cool-down was for lowering ping and had no real effect on how quickly we can use skills. Skills can still be used quickly as if there was no cool-down at all. For an effective cool-down, there would need to be a longer down time than what is already set in PL for skills. Btw, is there a cool-down for skills in SL?
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    1.5 - 2 seconds. Which isn't bad at all, considering that I usually only have to pop a pot every 10-20 seconds. I also solo dungeons and use tactic. So if players use proper party setup, and actually play with a tactical approach, the cooldown wont be noticeable.

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    Quote Originally Posted by Pharcyde View Post
    1.5 - 2 seconds. Which isn't bad at all, considering that I usually only have to pop a pot every 10-20 seconds. I also solo dungeons and use tactic. So if players use proper party setup, and actually play with a tactical approach, the cooldown wont be noticeable.
    O.O

    You need a better inner clock, it's the same as PL's GCD.

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    Quote Originally Posted by Otukura View Post
    O.O

    You need a better inner clock, it's the same as PL's GCD.
    Inner clock? Yeah, it is the same as PL. What do you think? Too short? Too long?

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    Quote Originally Posted by Pharcyde View Post
    Inner clock? Yeah, it is the same as PL. What do you think? Too short? Too long?
    PL isn't 1.5-2 seconds, it's like .2. It was .5 and they 'dramatically' decreased it, I forget what it actually is.

    Perfect for skills, but I can swear in PL there's already a hidden cooldown. I can only use 3 or so a second, of each type. Taping health pots as fast as I can gives me 3, and vie versa with mana pots. Switching after each tap and tapping at half the speed for each one gives me 3 of each a second.

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    Quote Originally Posted by Otukura View Post
    PL isn't 1.5-2 seconds, it's like .2. It was .5 and they 'dramatically' decreased it, I forget what it actually is.

    Perfect for skills, but I can swear in PL there's already a hidden cooldown. I can only use 3 or so a second, of each type. Taping health pots as fast as I can gives me 3, and vie versa with mana pots. Switching after each tap and tapping at half the speed for each one gives me 3 of each a second.
    I agree. There is a wait time for the button to become "active" again.
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    Quote Originally Posted by Otukura View Post
    PL isn't 1.5-2 seconds, it's like .2. It was .5 and they 'dramatically' decreased it, I forget what it actually is.

    Perfect for skills, but I can swear in PL there's already a hidden cooldown. I can only use 3 or so a second, of each type. Taping health pots as fast as I can gives me 3, and vie versa with mana pots. Switching after each tap and tapping at half the speed for each one gives me 3 of each a second.
    Yeah I noticed that too. You will hear the potion glurp sound fast 3 times, then a sudden delay, then another set of fast potion glurps.

    Anyways, 3 a second. Would you guys compromise for a 1-2 potion cap per second?

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