Moon Roach wrote: GothicKratos wrote: Question: Can I give forum warnings to users posting completely off-topic responses (as in not responses to other user's questions) in official threads? My cat just did something really cute.
GothicKratos wrote: Question: Can I give forum warnings to users posting completely off-topic responses (as in not responses to other user's questions) in official threads?
mohio wrote: Moon Roach wrote: GothicKratos wrote: Question: Can I give forum warnings to users posting completely off-topic responses (as in not responses to other user's questions) in official threads? My cat just did something really cute. Pics or it didn't happen.
JCTthe3rd81 wrote: fmftint wrote: JCTthe3rd81 wrote: Why were the TUs changed so that facing lvl 300 Jugg and Venom only gives us a lvl 40 TU, and any chance it will be changed back? If not an equal level of the opponent that was defeated, then maybe 75% (or even 50%) ? Like if I beat a lvl 300 Juggs, I get a lvl 225 (or even 150) TU ? officially they said players were farming them, driving up community scaling, removing over levels TUs would lead to slower community scaling. http://d3go.com/forums/viewtopic.php?st ... 20#p321177 There were some questions earlier in the thread about why we're doing this. In a few cases, those Giant-Size Super-villain Team-Ups were causing balance issues (including allowing people to get through fights much more easily than you'd expect from their team, and encouraging people to farm repeatable missions for high-level Team-Ups, both of which create more of those 300+ enemies for more players). We knew we needed to take them out (for the health of Story events and the balance of the game more generally), but when we can (and we can't always), we like to replace something we're removing with a positive addition. In this case we were planning systems that made Team-Ups significantly stronger for most players, so we decided to make those changes at the same time. Now you're getting much better Team-Ups from your alliance mates, both by scaling their level up to your team and by taking away the penalty for sending your best characters. Thank you for the explanation. I must have missed it. But it brings up another question.... If players farming 300+ nodes for TU made it more difficult for others, then doesn't that suggest that it was not so much the 300+ TU that was broken, but that community scaling was the real problem? And why is there even community scaling?
fmftint wrote: JCTthe3rd81 wrote: Why were the TUs changed so that facing lvl 300 Jugg and Venom only gives us a lvl 40 TU, and any chance it will be changed back? If not an equal level of the opponent that was defeated, then maybe 75% (or even 50%) ? Like if I beat a lvl 300 Juggs, I get a lvl 225 (or even 150) TU ? officially they said players were farming them, driving up community scaling, removing over levels TUs would lead to slower community scaling. http://d3go.com/forums/viewtopic.php?st ... 20#p321177 There were some questions earlier in the thread about why we're doing this. In a few cases, those Giant-Size Super-villain Team-Ups were causing balance issues (including allowing people to get through fights much more easily than you'd expect from their team, and encouraging people to farm repeatable missions for high-level Team-Ups, both of which create more of those 300+ enemies for more players). We knew we needed to take them out (for the health of Story events and the balance of the game more generally), but when we can (and we can't always), we like to replace something we're removing with a positive addition. In this case we were planning systems that made Team-Ups significantly stronger for most players, so we decided to make those changes at the same time. Now you're getting much better Team-Ups from your alliance mates, both by scaling their level up to your team and by taking away the penalty for sending your best characters.
JCTthe3rd81 wrote: Why were the TUs changed so that facing lvl 300 Jugg and Venom only gives us a lvl 40 TU, and any chance it will be changed back? If not an equal level of the opponent that was defeated, then maybe 75% (or even 50%) ? Like if I beat a lvl 300 Juggs, I get a lvl 225 (or even 150) TU ?
There were some questions earlier in the thread about why we're doing this. In a few cases, those Giant-Size Super-villain Team-Ups were causing balance issues (including allowing people to get through fights much more easily than you'd expect from their team, and encouraging people to farm repeatable missions for high-level Team-Ups, both of which create more of those 300+ enemies for more players). We knew we needed to take them out (for the health of Story events and the balance of the game more generally), but when we can (and we can't always), we like to replace something we're removing with a positive addition. In this case we were planning systems that made Team-Ups significantly stronger for most players, so we decided to make those changes at the same time. Now you're getting much better Team-Ups from your alliance mates, both by scaling their level up to your team and by taking away the penalty for sending your best characters.