2015-02-06, 17:53:31
(2015-02-06, 17:30:22)Prog Wrote: The real problem I see is that people flame someone for buying bow or longrange. This flaming should be punished more severly.
I agree with this, but in my opinion always the same is very boring.
Unless playing for fun, i will always buy the more promising item and no top player can claim to do different. Playing for fun means not caring for win or lose, not recommended for intern/ranked/pro games, whatever they are called.
I would all up to increase that % nerf if 1% isn't enough.
(2015-02-06, 17:30:22)Prog Wrote: Generally it is a bad idea to make itemcosts dynamic based on the number of the same item (type) already in the game. In a pub pickup game it would mean either:
1) that everyone in the own team fights to get weapon x first, which brings new flame-potential. E.g. player 1 grabs supercell first and somehow dies after this a couple of times. Player 2 starts to flame player 1, because he also wanted supercell and would obviously (in his view) have done much better with it, but he has to wait longer now; or
2) that the gold increase is so small that there is barely any effect.
That's why this topic exists. From what i see from the ranked games, all start builds look the same. If you have to wait longer to get a weapon, one might consider to buy another weapon. To stay at your example, player 2 might buy a psycho laser instead of supercell.