mamboking053
Well-Known Member
Do you think GB's are on their way out of the game as a feature, or will Inno refocus the purpose of GB's going forward?
So I was figuring that at some point they would get rid of GB's or stop making them. Or they could refocus GB's to another use.
I thought of GB's that were much more relevant to the age they were in- as in having an active role in making the players experience within an age easier- rather than giving a flat stat boost. The newest GB is sort of like that. The production of special ore allows the player to move through that age faster. It's a very functional boost and will help players and is desired by players without making them that much more powerful. Anyone who's been through the odyssey that is OF might be chewing nails because all the new guys are going to have it so much easier if they can level the new GB at the gates of AF. (although my criticism of that GB is that the special ore perk becomes more redundant as you progress. Waiting on will someone will chart the drop rate of each special ore and whether or not you really are likely to get stacked with useless promethium more than later-age ores. That RNG is sneaky...)
I think if Inno stops focusing on increasing magnitude, it will allow them to focus on function. They don't have to wonder how a players increasing boosts- and the uneven power of players who enter that age- will effect balance in that age. Since magnitudes will be somewhat "capped" then they can focus more on the players experience in the age- creating new functions with which the GB can play a critical role in negotiating. Thus, the new structure of the GB would be...
(Primary Perk: Age-related feature)
(Secondary Perk: Player-based feature, if there is a secondary Perk)
This is not meant to be an idea to be implemented exactly as is, but is meant more to prompt thoughts on how future ages can be better experiences all around.
So I was figuring that at some point they would get rid of GB's or stop making them. Or they could refocus GB's to another use.
I thought of GB's that were much more relevant to the age they were in- as in having an active role in making the players experience within an age easier- rather than giving a flat stat boost. The newest GB is sort of like that. The production of special ore allows the player to move through that age faster. It's a very functional boost and will help players and is desired by players without making them that much more powerful. Anyone who's been through the odyssey that is OF might be chewing nails because all the new guys are going to have it so much easier if they can level the new GB at the gates of AF. (although my criticism of that GB is that the special ore perk becomes more redundant as you progress. Waiting on will someone will chart the drop rate of each special ore and whether or not you really are likely to get stacked with useless promethium more than later-age ores. That RNG is sneaky...)
I think if Inno stops focusing on increasing magnitude, it will allow them to focus on function. They don't have to wonder how a players increasing boosts- and the uneven power of players who enter that age- will effect balance in that age. Since magnitudes will be somewhat "capped" then they can focus more on the players experience in the age- creating new functions with which the GB can play a critical role in negotiating. Thus, the new structure of the GB would be...
(Primary Perk: Age-related feature)
(Secondary Perk: Player-based feature, if there is a secondary Perk)
This is not meant to be an idea to be implemented exactly as is, but is meant more to prompt thoughts on how future ages can be better experiences all around.