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Alg

Editorial Panel
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Everything posted by Alg

  1. Alternatively, people should join clans because they want to be a part of that clan, not because of the rewards.
  2. Alg replied to PoorLepRecon's topic in Off-Topic
    Honestly, I get the feeling that a lot of the things they banned would pretty much have gone straight to ubers if they weren't released alongside mons that were even more hideously broken. Even then, if it's a handful of mons that are able to invalidate entire formats... can't really argue with people wanting them gone.
  3. Why not just go with time spent ingame, or something that would give priority to players who are active enough to get some mileage out of a new name? That is the point of this whole system, right?
  4. Alg replied to Leoo's topic in Off-Topic
    Hopefully not literally
  5. Then clearly I've been doing something wrong. Teach me your ways, o people that have never outgrown a name they chose as a teenager, for I have come to hate A Local Guy.
  6. Banned because I'm already growing tomato, basil, and zucchini, and there's barely enough water for those :(
  7. It's not about finding a good name, it's about finding the right name. A little bit of creativity can't always work around that. ...Especially if that right name is just going to end up on an account that exists solely to hold on to the name.
  8. While my first choice is in limbo and my second is on a mule! This is what I get for not waking up at 6 AM solely for Scape, I think.
  9. Banned for going green
  10. Almost tempted to try Dawngate just to see what the fuss is about
  11. Fond of this scene.
  12. But then, they also don't really have any impact on how difficult or important a quest is, especially when level-scaling seems to be their new buzzword.
  13. We've come a long way from "the city will launch with the quest in early Summer"
  14. Alg replied to PoorLepRecon's topic in Off-Topic
    The friend ball in Johto was the one that set it at 200. Kind of a shame that they limited those, really.
  15. Congrats, you four! :thumbup:
  16. Tragedy. Welp.
  17. Speaking as a skiller... Ways to avoid and escape from combat, or store some of the stuff you managed to gather in case you end up dying? Really, things that would make up for the fact that you've got rocks instead of food in your backpack. Generally, make it worth our time (Without dipping into bullshit "choices" that amount to 'this content or no content') - Escape tunnels that you can only use if you haven't attacked anyone since entering? Ideally, they'd let out somewhere else in the wilderness: it'd basically be a question of whether you want to take your chances with the guy you just got away from, or with whoever might be camping out at the exit. - Storage caches you can use to drop off a small amount of the stuff you've gathered? Maybe something like 5 items every half hour? A potential D&D-type thing could be a wandering banker who'd drop your stuff off for a fee (which would, of course, be dependent on what you were depositing). Honestly, that was one of the big problems with wilderness skilling in general: there pretty much weren't rewards. - Speaking of rewards, warbands with better balance you could probably just liberally sprinkle higher-end resource spots in there, since that's (presumably) what the whole point was and they just haven't kept it up to date since Classic. Perhaps with improved experience or gathering rates? Since they've said that they want to lower the barrier for entry, another possible D&D-type thing could be to just give players either credit toward, or a shot at winning, a piece of unique gear for every [block of time] that they spend in the wilderness alive, with the chances increasing based on how much you've risked during that time. Maybe power armor if you've fought people and tank armor if you haven't? It's something they could use Mandrith for. Good ideas? Bad ideas? Go-home-alg-you're-drunk-ideas? assuming we actually do have a say in this and won't just be shouted down on principle, as has been the case since at least 2006
  18. I will murder everything you loveWhat if I loved your entire family <¤>¿<¤>SOME SACRIFICES MUST BE MADE FOR THE GREATER GOOD
  19. I will murder everything you love
  20. So. Wandering Son. Just... Wandering Son. :cry:
  21. ...So clever of him :roll:
  22. http://www.pokedraw.net/ Have fun
  23. Probably just comes down to consistency. The fact that you can start earning T70 combat gear with around 50-60 combats, but you need 99 for T50. So... Pretty much the usual grievances. Edit: as said below - bossing most likely should be better, but not to this extreme.
  24. Not disputing that (or even arguing it, really), I just dislike the idea of a moneymaker with a completely different scale than the rest of the game on principle.
  25. The game is also 13 years old. Given that much time, even things that aren't really huge moneymakers are going to have an impact. Honestly, wealth disparity feels like a bigger problem. One boss drop could make you more than a handful of skills can produce in a lifetime. You can't really balance around that, can you?

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