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Nexus Clash :: View topic - The definition of QoL Features is STILL not up for debate
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The definition of QoL Features is STILL not up for debate

 
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Kylinn
Nexus Clash Veteran
Nexus Clash Veteran


Joined: Feb 26, 2010
Posts: 1717

PostPosted: Sun Apr 10, 2016 6:21 pm    Post subject: Reply with quote

Teksura wrote:
This is not what quality of life improvement means. A QoL improvement would be something like inventory sorting, or similar features which make the interface easier to use or the the features easier to use.

Having a safe with an actually useful size IS a quality of life issue. Even more so for crafters and alchemists, but even for everyone. There's a big difference between a safe of size 200 and a safe of size 2000.

retsamajnin wrote:
For every raid, there is a faction being raided and a faction doing the raiding. Renown isn't being generated, it is being traded. The problem is that factions are also spending renown. Renown is no longer gained from infusion. So, we have a system that is practically bleeding renown.

The lack of alternative methods for gaining Renown is a serious concern to smaller and non-raiding factions. Both the Good Dogs and Mira's are pretty much coasting on upgrades they got last Breath from infusion renown. I don't know how many other factions are in the same situation, but it's pretty stagnant.

Having alternative ways of gaining Renown - or alternative ways of gaining the upgrades Renown buys (especially safe and footlocker increases, and bulletin board expansions) would be very helpful to smaller and pacifist factions and not hurt bigger ones. As would not being able to lose Renown, as the O.P. said.
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vvaivi
Explorer
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Joined: Mar 24, 2016
Posts: 71

PostPosted: Sun Apr 10, 2016 7:07 pm    Post subject: Reply with quote

Kylinn wrote:
Teksura wrote:
This is not what quality of life improvement means. A QoL improvement would be something like inventory sorting, or similar features which make the interface easier to use or the the features easier to use.

Having a safe with an actually useful size IS a quality of life issue. Even more so for crafters and alchemists, but even for everyone. There's a big difference between a safe of size 200 and a safe of size 2000.


Game balance versus Quality of Life. That's a game balance issue. I.e. the difference between "Twisted Fate now has a skillshot indicator on his Wild Card ability" and "Slark's Pounce does 50 more damage"
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