Terron wrote:sickness does shit to a healer, they heal 7 damage less, get hit 2.25% more. this is the integral problem to zombies. if a dpser dies he gets worse if a healer dies it doesn't.
Editing my response:
Just tested this. Healers decay already at a rate equal to other classes. Aid of 222 drops to 132 (max) after 5 deaths. Seems to be about a 40% drop after 5 deaths. Seems equal to my damage output. Apologies that I relied on another's numbers instead of testing myself. Paralyze while walking seems same too. Healers suffer the same as dps due to sickness.
Terron wrote:as ive said this isnt a numbers issue. its the fact that almost every active player is 1 guild, and all weekend casuals in the other. doesnt appear to be a guild problem to me. just no incentive to branch off and forge a destiny.
That's a content issue. I agree it's a problem but it can be fixed. There are a lot of good ideas from players for alternatives to what we already have in game. We just need the people and time to impliment them. Believe it or not, it is actually hard and time consuming work to put something new in game. We don't have an "autobuilder" and creating 5 different descriptions for a basic guard can be mind numbing.
daedroth wrote:The paragon system:
Sorta my good vs evil idea. Good/evil areas/creatures/oads restricted for the appropriate alignment (basically whichever one you have most paragon points in).
Although wasn't the paragon system changed to a single points thingy?
Anyway, if you gain too much points of either good or evil you could end up becoming unable to do either. This would make you actually choose a side. As in, if you get 100 good points, you can no longer do evil oads/quests, get 100 of good and evil and you can do neither.
Maybe at the meta quest level this will be a thing. It is actually a good idea. In Alura we had three things that defined a character and influenced how NPCs interacted with them; race, divinity, and "season". Players got to choose the first two, the last was a hidden stat randomly assigned on character creation. This allowed us to have cities where people of only one race could go without the guards attacking them. Also other races could "raid" a city and players would have to choose to either defend or switch characters and join the raid. It also allowed for bosses who were "friendly" with certain players so those players ended up being on the side of the NPC. Similar things are already going into Ember, so maybe we can make quest monsters or even bosses who become race or div specific.