Never a chance for them to do that!
Quote:
Originally Posted by
Harvey Guo
Yep, make it 100% would be different story, and it is a good start.
I still like the element calculation in Stone age, in that game, Pure element means Maximum degree of gain or lost, if people diversify their elements into 50% 50%, then the gain or lose will never as high as Pure, even fully against the enemy, can only be 50%. And if Pure against half, that would be 50% gain or lose, pretty interesting.
For K&D, the calculation of elements actually inconsistency, due to their style: If the old factors cannot make them money, they always ignore them, no matter how bad it is. What they do is to produce new things to distract people's mind, let people purchase new and forget old.
I totally understand your point as I know the store age game. The only thing for this game tho is it is not that comprehensive and need not to be! The key for them is to get the new boss with new items out in an attempt to make ppl buy gems! One day they will be out of ideas and as old ones will be replaced by new more powerful ones and this goes one and on, no matter how goods suggestions like this will be, it just won't happen because it won't bring them money! I am sure you know and possibly have played a number of these elements games(water,fire,earth ... Like the old pockmon ones) and there are actually plenty scope for improvement for this one! There are only 5 elements here and what you said is very valid, but I think if there is one more element in the chain, the story is indeed totally different. Probably that is much better than increasing the mono to 100%.
Another interesting suggestion (might be off this topic) is making a specific range of damage rather than fix so that the luck element play more parts and it might not be that dry for, e.g. Two identical players with Max statues. It is too bored for who hit first to get max change of winner!