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Home » Member News » Developer Roleplaying

Let us all pick on the devs for making mistakes  Ok good, now try to put yourself in the place of the developer, make one wrong move, and never get to live it down. It is commonplace to do several things right, screw up once, and be flagged with being human and not having powers of foresight to see what would have happened in every situation after something you introduced goes wrong. If I was a dev, I can easily see out of every 10 things I would introduce, 1 would be good, 9 would be bad, and unfortunately 1 of those 9 would creep in each time.

To give the dev's a break, and instead of always pointing out when they screw up in a game of all things, let's see how honest we can be regarding things each of us would have tried doing as a developer. There is usually a good reason most of us are not.


Things I would have done:

LE nukes. NT's were in bad shape, and this honestly seemed like a good solution to me when they were introduced. Even now, I can see some justification for a nuke that makes up for the lack of any other means of damage besides some minor perk attacks. In the end, it was still a big mistake, and the wrong way of doing it, but I would have made the same mistake.

Constant Barage. NT's entire offense is based off of Nano Resist, and they only kill using nukes, so why not give them a nano to weaken their opponents defense?

Nemesis nanos. Sounds like something I would suggest even, but I think we know how they turned out. Maybe if only Agents had them....

Aimed Shot. Makes sense as a special doesn't it? Although I doubt I would have left it in its current state for what will end up 8 or 9 years.

Damage to Nano. I'm already regretting what the future of this will be like. Definately something I would push for, and then regret when some profs end up tanking better in pvp and pvm with DtN than soldiers or enfs can.

Complete heals/high level healing. I always like massive healing for healing profs and to me it would have made sense. I would have had long lockouts on big heals and forced moderate heals to be used, but pocket healing and big heals to others would have still been common.

Zset shield. How would I know people would be so pissed at a prof that couldn't kill them anymore just cause they can't kill them either


Things I would try to change (and could end up making things worse or breaking profs):

Runspeed. Everyone would have the same runspeed at all levels, the buffs for runspeed would be gone, pets would be 10% faster than other players, and snares would have a %reductions. Fixers would have static speed advantage and some profs would have access to temp% boosts but thats it. The level of runspeed and the difference from level 1 to 220 is too much.

Notum Repulsor. I would remove the entire perkline. Wonder how many profs would actually be screwed without NR1 or 2, or how many suddenly become OP.

Drains. I would remove the beneficial buff from trader drains, or I would force traders to choose between buffing themselves or draining another player. All-in-one actions are not for me but what would happen to traders if they couldn't cripple players so easily?


Well I could go on forever here so I'll leave the rest. I think everyone can see where I am going with this thread though. We could all make mistakes, and since we rarely remember the great things devs introduce for us, we tend to forget that it is hard to always be right. Anyone else willing to give it a shot?