i guarantee you that if that server starts with a 6.25B banish and they kill it right away, they removed deserved that lv7 chip.
(in case you missed it, i was talking about increasing chip level and plans for the 6.25B banish, not for the small ones lol)
instead of everytime agreeing and saying yes on japer, maybe you should actually read what the others write and confirm if thats your true opinion, otherwise you would have read its for the 6.25b and that i am not saying to remove the cap, i am saying to keep it.
again:
- keep the coin cap on the 6.25B banishes
- increase chip levels to something significant
- 1st lv 7 chip
- 2nd lv6
- 3rd lv5
- 4th + 5th lv4
- 6-10th lv3
- winner gets sirius armor plan
second and third place get current HR plan
ok i misunderstood. Ya that sounds like a good idea.
Crimson-Server 41 Darkness of Tartarus
Since this is such a hot topic, I am wondering if there will be any changes made with the upcoming patch.
If so, I would like to see 1 banish per the entire server so people do not jump to empty realms just to farm coins.
Then raise the cap on banish since it is the same banish for the entire server to a more reasonable amount, or put in place a per player cap for how many coins one can earn per banish and don't worry about any cap on the boss.
Put in place a per player cap for how many coins one can earn per banish and don't worry about any cap on the boss.
This Yes! If 100 show up to fight it they all have equal chance at high payout. If only 10 show up same chance. Then if we end up with 6.25 Baal because we have a server full of people whacking at him we all get a fair amount for the work we do.
Well by the time players get on 6.25B banish, things like stars and high lvl chips will benefit them more than more coins/credits anyways. If 6.25B Banish awarded a fair number of stars and high lvl chips, I think the coin/credit cap would be a lot more acceptable to most people.
For the record, they don't need to fix the cap per say, they just need to fix how it's been done. The problem isn't the cap itself, its that they don't know how to program the game with a proper cap. So rather than doing a hard cap, which would make it so that people could never get over 100mil regardless of what damage they do, they just use the % of damage as a controller, so that 1% = 1mil. 10% = 10mil etc. If they took the damage that is actually displayed at the end of a round (which for the 6bil boss, is approximately 5 times more than the 1.6bil boss) and allowed you to accumulate at that rate until you hit 100mil, at which point any more damage that you did wouldn't result in more coin for you, I don't think we'd be having this discussion, and that would be proper coding. Unfortunately, their programmers went the easy way out, rather than programming properly.
So whether it's been talked to death or not, it's actually still a BUG. Because the return does not reflect what is shown on the per round basis. It's using the % of damage instead.