OrionZG
Well-known member
- Joined
- Mar 30, 2020
- Messages
- 978
- Reaction score
- 1,819
- Server
- America_2
- Main Char
- WandersZ.
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Hello, I am unaware of the balance update process and I hope to be in time for you to take my suggestion:
Currently most implants and technologies have a specific number for each level, for example: cold technology at level 45 has 440 as an attribute. But what is the functionality? I know perfectly that between a superior attribute the implant or the technology are effective, however I never understood why add 300, 400, 520 etc. It is not very understandable from my point of view.
My suggestion is that the implants and technologies to be activated (or not) have a percentage so that their use is more understandable and clear.
Therefore, when we face a player of our same level but with a technology of level 10 or 10% (hypothetical case) and ours is 54 or 98%. Obviously, if someone has a technology with 90-100%, they will have a good chance of hitting or activating the effect, contrary to 10% it will be very low.
The objective of the idea is mainly that the player clearly takes into account the function of their implant and how effective it is, although this feature exists in implants and technologies, most people end up using it equally without clearly knowing the percentage of effectiveness.
Nor do I know if after the balance some implants and specific technologies will be 100% accurate when using them (depending on the level, of course). All this as a measure so that they are not abused, but we'll see ......
Currently most implants and technologies have a specific number for each level, for example: cold technology at level 45 has 440 as an attribute. But what is the functionality? I know perfectly that between a superior attribute the implant or the technology are effective, however I never understood why add 300, 400, 520 etc. It is not very understandable from my point of view.
My suggestion is that the implants and technologies to be activated (or not) have a percentage so that their use is more understandable and clear.
Therefore, when we face a player of our same level but with a technology of level 10 or 10% (hypothetical case) and ours is 54 or 98%. Obviously, if someone has a technology with 90-100%, they will have a good chance of hitting or activating the effect, contrary to 10% it will be very low.
The objective of the idea is mainly that the player clearly takes into account the function of their implant and how effective it is, although this feature exists in implants and technologies, most people end up using it equally without clearly knowing the percentage of effectiveness.
Nor do I know if after the balance some implants and specific technologies will be 100% accurate when using them (depending on the level, of course). All this as a measure so that they are not abused, but we'll see ......