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25-09 Talking towards 3.3
Author: Rix
Last updated: 4596d 23h 10m 53s ago by Rix
Comments: 46
Views: 24,107
Votes: 0 (0 average)
Version: 3.2
article
Brando has announced that the crew has started working on what will be known as version 3.3, after splatting all of the current bugs as promised by the 20th of August. Until the 3rd of September, though, the changes weren't all that clear, and the ones announced on that day are preliminary just for testing on two of the minor versions and deathmatch. After all the hints and discussions pointing towards the changes in the works for version 3.3, we decided to make a list of simple subjects and ask each of ourselves what changes we would like to see for these subjects for the upcoming version, hopefully sparking a discussion and creating a thread the admins can use in their decisions.

Note: This article was actually supposed to go up over a month ago, when it was more relevant and admins were working on the 3.3 changes for .dm. However, since this article only includes our opinions, which, undoubtedly, haven't changed much even though some changes have been implemented already on .dm, and the admins still might change stuff either in reaction to our or other players' opinions or because of results from the experiences on .dm, this article is still relevant and we ask you to ignore the fact that the article is “a month late” and just jump in on the discussion.



Kill Algorithm

Kyra:
Online people (and non-lackey users for that matter) should have a slight advantage when it comes to shooting. If you want to keep the game alive, you have to make people WANT to be online, specially in case of shooting, or else you will end up with 90% of active playerbase going offline when a war starts, just because they (think) are stronger like that.
Attackers shouldn't have a LOT more advantage than the defenders, because you will end up with all the defending families dead before they can fight back; then again, they should have the upper hand, or everyone will just wait for others to start shooting.

LL:
I think the KA's too unpredictable, but I'm glad the crew is going to adjust it again, and that it'll be in favour of the attacker. With a bit of luck at least some families will now dare shooting.

MrWhite:
KA is a bitch!! Never understood very well how it works and i think many players join me in that.
Somebody can hire detectives, go offline, log in after 40 min, shoot the 60k and go offline again in his villa with enormous protection.
YOU DON'T GO TO BED WHILE IN THE MIDDLE OF A SHOOTOUT! Stay online and fight! They should find a good way to make the villa protect you when you're offline for a longer period.
Maybe you should not be able to log out, but hit a button and go to sleep. Which will make your redraw to your villa and unable to login for x hours.
Or make the villa strength only count after * hours/minutes of being offline.
There are probably more things which aren't as I would like to see them, but I think the offline/online is one of the bigger things.

Redspeert:
The KA should be favouring the attacker. Online should be stronger than Offline. Account strength should also count in a lot, like a top20 account shouldn't have any problem to kill a lets say #300 account.

Rix:
I like the current KA partially for the need of pre-shoot; this favors good preparation and therefore favors the attackers since it's usually hard for the defenders to properly divide targets in the heat of the moment, so this part should definitely be kept. Even though it is connected to it, the strong backfire could be turned down a bit though, since this is another advantage for the one who shoots first and also lowers the bar for shooting. Of course being online should be stronger than being offline, this is indisputable.

sbanks:
I'm not playing the game anymore, but what I did notice is a big change in how wars are being executed. When a family is under attack they simply go offline. The attackers are scared to die in BF and only shoot the online targets. Which results in very very slow and boring wars. I think this version is the version I had to report the least wars ever since we started this site, and thats due the favoring of the offline players. I'm for favoring the attackers a bit over offline players, it's more realistic, you have to be online in the game to make a kill, and not hide hide hide and hope you kill someone with backfire.

Smul:
The KA isn't that bad at all, especially in later stages of the game, people who worked more/harder for their account are stronger (with the exception of lackey accounts of course). The difference in account strength at the start of the version is so small that it looks like the KA is fucked up.
As we can see in the last wars, if you build your account properly this KA actually favors the people who use their brain. Though we have reached a point in the current version where this KA favors the "Account Huggers" (and in some cases impressive survivors) a lot. These accounts have been alive since the start of the version and are coming to a point where they are so strong any re-ranker is fucked by them with ease.
I don't really see a way how you can adjust the KA successfully to reduce the account hug benefit, while still maintaining the reward of the time those people put into the game. Because in my opinion, you can't just cap RP or whatever like they tried to do, but failed to properly do, in this version. Maybe make the account strength more of a Logarithmic formula, instead of a linear formula. This means that the stronger you get the "extra" strength gained is slowly decreasing.



Kill Skill

Kyra:
I really miss shooting the bottle! So +1 from me on killing skill, also the ks you gain from killing people. People barely have 1-2 kills on an account lately, wouldn't the game be more fun if you would have 20 kills? 50? Also ks and the number of kills should count in your attacking power. It's normal that more practice you get from killing, the better you should be at it.

LL:
Don't have much to say about the KS - since these questions were made before they announced the "return" of the KS I suppose.
But I'm excited about their new concept.

MrWhite:
Shooting the bottle... Historical, but nothing of value. It was fun to paste another line on IRC how you shot your feet, but at some point a Chief could have 100% KS and that's it.
I think 100% KS should be only for the very elite, like busting skill. How many people got to 100% Busting Skill?
KS is Killing Skill, skills you get by killing. Admins already stated that with DM reset on the 9th they will add KS in this form.
They also say you might be able to earn it in a heist in the future. Not bad, I think, but this should not get you big amounts and this heist should be rare.
Killing a Shoppie while you're Thief you should not get KS
Killing a Thief while you're Shoppie, should get your some KS
Killing a Godfather while you're a Chief, Hell nice job gangster! You should get some more KS.

Redspeert:
The KS should go back to what it used to be, shooting the bottle.

Rix:
For the kill skills of personal accounts, it must be acquired by actually shooting, instead of shooting the bottle or the shooting range, and it should decrease again over time to stimulate shooting again after some time. I liked the idea for a family kill skill, though, since this is something which stimulates wars, gives benefit to the whole family, makes it interesting to actually be in a family and makes it less attractive to start sisters.

sbanks:
Shoot the bottle should be back, or some kind of concept like they introduced at deathmatch. Though I put big questionmarks at the one who got introduced at deathmatch. It should be for the elite or it should be really hard to reach.

Smul:
KS really depends in what shape it comes back for me to like it or not. If it is the same style KS as in 2.x versions then I'd say, "don't do it", that KS was totally redundant by the rank of Swindler.
In my opinion for it to succeed and be a great asset to the KA it should be true Killing Skill. So you'd only gain KS when you kill something, not when you shoot at a bottle.. Of course with a certain formula attached to the amount of KS gained per kill (rank, account strength etc involved). This would also be a great tool in the fight to reduce the "useless" family count, because these families would be used as KS gain.



Shooting limits

Kyra:
I was disappointed when I couldn't "hunt" for rich picci's anymore. Was a fun thing to do while ranking, and also nice income. How can a newcomer survive at the start? Just find a family, then you are more or less protected.
The 1h time between shots worked well before, though maybe, the lower rank you shoot, the bigger timer you get; that could be a way to get people to shoot their own rank or higher in a war.
As for the hospital time, 15 minutes seems more appropriate to me then the current 5 minutes, even that could have been used as a strategy.

LL:
The shooting limits have always been bullshit, it's a dog eat dog world. And all smaller dogs should be eaten by the bigger ones.

MrWhite:
Really what are we trying to change here?? Everybody knows even the biggest scumbag down to earth can kill the king! Why shouldn't a Thief be able to kill a Local Chief?
Of course a Local Chief has way more experience, but if that LC only has a few bullets and a Bodyguard which only brings him money instead of protection. I think it shouldn't be limited to ranks, but to how an account is build.

Redspeert:
Like it used to be, you could shoot what you wanted downwards and 2 ranks up. Now it's a proper bitch to kill someone you don't like if he's famless and lowrank.

Rix:
All lower ranks should be shootable for training the KS. The waiting time between shootings should be a bit more dynamic for a more dynamic gameplay. For instance, a lower than one hour waiting on a successful kill of the same or higher rank.

sbanks:
Simple, just remove it. Back to 2.1, where you could kill as many empty suits as Bruglione as you wanted.

Smul:
To make Wars more dynamic and faster, thus more exciting, the waiting time should be reduced between shots. 1 Hour is too long nowadays, it should be reduced to something like 30 minutes. Together with the timer reduction there should also be a change in Market products. Secondary weapons should be purchasable without a timer, like you would go to a arms shop in the 30s and buy 1 Grenade just to come back in a bit to buy another one.. Besides that the ability to retrain BGs should be much quicker. For 1-3 BGs which you lose in a shot you need 5 hours to retrain them if you don't have the ability/money to buy them from Obay, that's just ludicrous.
Either have the ability to buy back a BG you lost at a certain rank, or just let them be "injured" instead of dying right away, reducing their levels somewhat. Together with this the waiting time to train the same stat should be reduced from 30 minutes to 10 minutes.
Then the other limit, the rank limit. The 2 ranks up limit should stay applied while the 2 rank lower than you limit should be removed.



Capodecina rank

Kyra:
Here I can't say I mind it too much, in the last of his days being CD meant to much compared to a brug. I would vote for CD's again, with the condition the differences are way more subtle (when it comes to the KA).

LL:
The CD rank added something. Maybe it wasn't so useful, but it was a pretty cool idea. If there was a proper algorithm introduced instead of static rank and money requirements, a capo would become a capo again and the CD would be a whole lot cooler.

MrWhite:
CD Rank is bullshit! Remove it completely or leave it and give it nothing extra than a normal brug.
Some will say: "But then there is big gap between a Bruglione and a Godfather!". Yes there is. C'mon a Godfather is the rank of all ranks, only for the few.
Godfather should be also harder to reach as it is harder to kill and more exclusive. 15 mil Capomoney? After 1 week of boosting any family can have a GF, that doesn't make the rank exclusive.
Maybe more like 15 mil CM, 600k bullets, 100% KS and 500% RP. That's exclusive!

Redspeert:
CD for capo's and top3's.

Rix:
It should be added again for the top 3 and the capo's, with some sort of minimum again, or removed from the game since it has no meaning anymore for normal families and to prevent sisters or one man army families. The need for monotonous boosting for gaining capomoney should be removed. Instead of capomoney the family level or a buyable(?) unlockable, which needs to be rebought/regained again when a CD is lost.

sbanks:
CD's should be a bit stronger than brugliones, and only for capo's and top3, now as capo you don't get anything special. Well.. you have a few members in your regime who might make money for you? Back in 2.1 you had to put reliable and strong capo's otherwise the spot would be gone in no time. Which meant you would lose 25 members.

Smul:
Because of the CD rank still being available in the game the GF/FL rank is ridiculously overpowered. The possibility to make the CD rank for Capo's again isn't going to work either, because of the inactivity due to lackeys. There are 2 options to solve this problem, either remove the CD rank, or make the strength difference per rank less big. I'd go for the entire removal of the CD rank, as this also combats the amount of "useless" families made due to the "awesomeness of being CD".



Family system

Kyra:
After I saw now what the HQ meant and how much they changed the game, I'm 100% for going back to the old spots system. Half the wars then were for taking over spots; you managed to kill a capo, you could make that family lose up to 25 members. It animated the game a lot, and I think it's a real shame to keep the family system like this in the future.

LL:
The family system was a nice idea, but it just failed. The city map / spot system was the most flexible and useful. And it caused spotwars. Which are awesome.

MrWhite:
I like this Family system of gaining rankprogress and be able to unlock stuff.
No need to change this in any way I think!

Redspeert:
Should use the good old system we had in pre 3.0 where you bought one and one spot. A lot of wars came from the spot fighting :|. Should also remove a lot of spots, so it's more fighting for them.

Rix:
As Mascotte suggested, the rankprogress with family levels should be replaced with a family killcounter or hooked upon a family kill skill; only through shooting the family is able to rank up and unlock goodies. If the rankprogress is kept, it should be sped up by about 25%. I think this system is better than the 2.* system of buying spots on the map since it requires effort instead of big bucks for the family to gain something, creating some minor chances for the smaller families.

sbanks:
Back to 2.1 city map / spot system. Spotwars!

Smul:
The family rank system is fine like it is now. Only thing I would change about it is upping the cash amount needed for the initial purchase. To make the set up of a family harder to achieve and thus less likely to get "fun" families.
I would cap the amount of families for each city, which directly causes there to be a cap for the entire game.



Lackeys

Kyra:
What can I say.. If you can't beat them, join them? Even though I used lackeys myself, I'm still very VERY against them. They killed the game completely. When only illegal scripts were working, you still saw people online, animated famchanels. Now.. An option I (might) accept is making group crimes, gaining KS, etc etc a lot more important in the game than the b/n, crimes, cars and other stuff the lackeys do. Then we might still have a chance to see more people online and active again. Though the best solution would be to remove them completely and find other ways to fight against scripters.

LL:
I hate the lackeys, but I suppose I can agree with Brando that they're a necessary evil. Now use the cash they make on it to hire a really good developer, kill all scripts, and then have the lackeys removed again. Even if Omerta Ltd could make all scripts disappear, I'm sure they wouldn't remove the Lackeys though. But it's nice to think that they morally should.

MrWhite:
The most fucked up measure against cheating ever.
But, if I believe what Brando says, it's effective against cheaters, so leave them as it is.
If you think it destroys the game, don't blame the admins. Blame the cheaters.
Do I want lackeys to be gone? Yes, of course!

Redspeert:
Imo, they should be removed. But I suppose that ain't gonna happen.

Rix:
They should be removed since they reward without putting in effort. Scripting was better than lackeys since it was less common and it didn't unbalance the game. The rankspeed should return again to the .nl values (22% faster) to compensate for the lost feeling of speed without the lackeys and thus lower the bar to rank again without lackeys, since for most players this probably is something to get used to again.

sbanks:
I guess it's nice for the "inactive" people to reach brug finally after years, but it's lame for the manual players. I also noticed since everyone is using lackeys it's kinda boring on IRC. I even saw a message from Teckna one time asking where everyone was.. :')

Smul:
Remove.



Bodyguards

Kyra:
Without Rob and Mia it's better, but the old no-name bodyguards were easier. Now, even though you can shoot after 1h, you need several hours to re-train bodyguards. A nice option I see here is to be able to re-buy the bg's that die, with the same settings on them that you had after first train. So if a 4 defense 5 attack Vic dies, I can re-buy (same price as would take to train him, or maybe lower) a 4-5 Vic again if first one dies. Not sure how much your bg settings count now in the KA, but I think more important should be a lackey-free account, KS, how many kills you have etc; after all those, bodyguards can count for a bit too.

LL:
The bodyguards were fun for a while, but it's too complex for my liking. Bodyguards should give extra protection, and without them you should be able to shoot and be shot normally too, like you could in earlier versions with the nameless bodyguards. But now you'll just die.

MrWhite:
Bodyguards are nice, but too limited.
Lex for example, he brings you money... That's not a bodyguard, thats somebody who brings you money.
A Bodyguard is someone who protects you when you get attacked and/or helps you when you attack someone!
Since we only have 2/3 real bodyguards thats waaay to limited, you can't make such a setting that your opponent will be surprised.
Make more bodyguards with a higher variety of traininglevels.
Does that make Lex, Joe and Ray superfluous? No, I don't think so.
Someone who keeps you out of jail of brings you this little extra money is a nice addition to the game.

Redspeert:
Nameless 5 that could be rebought straight after, no wait time. Some of us can't sit around for 5h training bg's in the evening, or have 50/60mil to use for each shot on obay.

Rix:
The current bodyguards are better than the nameless five since they bring in more dynamic into the game and it creates a real RPG element. However, they should be even more dynamical to make the differences between accounts bigger since the best options are quite common to find now, but I don't know how exactly. Perhaps by creating new ones or adding something new to train them on besides attack and defense (I don't count special since it doesn't give a real advantage when shooting). Further more, the training costs should be lowered (by about 2/3rd is my guess) to make it easier for families to recover from a war and the training times should be reduced to a number which makes it possible to fully train one BG in one hour, making it easier to shoot multiple times in the same night during a war.

sbanks:
It's nice for a player to choose what bodyguard setup they want. But I doubt it even works. I've seen 100% defensive accounts, who got shot down by 60k in 1 single shot, when they were offline. Also during a war when you lose a bodyguard you are kinda fucked, you can't train one back in 1 hour for your next shot, and most of the time you can't buy them on obay. So I prefer a bodyguard system like in 2.1. Maybe just an option to select if your bodyguard has to be defensive or offensive when you buy one.

Smul:
I'd like to see there to be a more diverse range of Bodyguard possibilities, now it's just either Attack or Defense if you go for an aggressive/war ready build. It would be nice if there was a wider range of Bodyguards to choose from and have these Bodyguards also special abilities towards warring, like the ability of Mia to take out a Bodyguard (not like Rob ¬¬). It would also be nice to see the base amount of Def/Att points be upped so you are less dependent on training levels (20 base attack of a total 100 attack at Vic is a shame).
Also the ability to have real players service as bodyguards for a Don or other important members is appealing to me. This ability would unlock at the rank of Chief and you would be able to protect people who are within 1 rank range of you (Bruglione can defend GF). This would bring another dimension to the game as you need to take out protectors first before you can damage the important players. With a max of 2 players protecting 1 person.



Other changes or remarks?

LL:
Well I wish they'd change the USMS system to a simple Yes / No system. Every user gets to vote Yes or No on every suggestion, and only once. That'll give way better feedback as the current system, which makes no sense at all.

MrWhite:
First of all I must say players want to change the game too much. Most changes admins made in the past were because the players wanted them to do something.
Omerta Ltd made a game which we like(d) to play. If you don't like it, don't play it.
It's their game and it's imo very weird they make such enormous changes, just because a few players with some influence want to have something changed.
But they also give a sign that they want to listen to the players.

Rix:
Crimes should be replaced by something new and more dynamical. Something you can do, for instance, once every 20/30 minutes and has multiple settings you need to think about every time and influence the chance of success, the money reward, possibly a bullet reward, the rankprogress reward, and the waiting time until you can do it again (thus a dynamic waiting time). Also, the waiting time until you can earn rankprogress through smuggling should be pinned down to the full hour again so you can do it fast two times in a row again. Last but not least, we should get the admin messages in our inbox to check if we are a real account again. These three changes should help to reduce scripting by either checking or making the game less monotonous.

Smul:
Leaving pokertable:
Whenever a game is created and the table doesn't fill within 5 minutes (or within 5 minutes after the last person joined) you are able to choose to leave the table without any expenses made.
statements
Want to join in on the conversation? Feel free to use this template:

[b]Kill Algorithm:[/b]

[b]Kill Skill:[/b]

[b]Shooting limits:[/b]

[b]Capodecina rank:[/b]

[b]Lackeys:[/b]

[b]Bodyguards:[/b]

[b]Other changes or remarks:[/b]
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Rix Netherlands (17:30:47 - 25-09)
Link Quote
klementino at 16:58:02 on 25/09:
I would like to see it like, being weaker when lackeys are running. If you fire lackeys, it takes 1 hour to be "lackeyfree". (like a cooldown).
This would make you choose between ranking while you are offline or being a less weak target while you're not around. Would make it more fair imo.
Main problem with that is that it will give an advantage for scripters over lackeys, something they want to prevent to not scare away ex-scripters back to the scripts.
klementino at 17:23:22 on 25/09:
Aiden at 17:15:14 on 25/09:
Kill Algorithm:
Easy ranking = easy killing, imo. As you could be brug again in just a few weeks, why not let you die just as fast. But, shooting should be favoured.
This concludes to me a KA in which a brug with his/her account sorted out, so he/she got their BGs right etc, should be able to kill another proper brug with one 60k shot.
BF shouldn't be too strong, killing like 2 BGs and doing like 90% damage. This brings me back to versions like 2.7, in which you'd survive BF with like 2% health left.
To achieve this, I think the def value of a villa should be reduced and the importance of RP in the KA should be reduced.
I think, or hope, this would lead to a more volatile/turbulent version in which more wars will happen, more changes of the group in power etc.


Defense in current KA influences the chance of surviving an attack. When you get shot still your attack will influence how many damage yuo do in bf, reducing villa defense wouldn't influence the amount of bf-kills, but simply the amount that survive multiple shot while being offline in villa.
Maybe we should be able to train bg's on two different types of att; damage when you are shooting, and damage you do in backfire. This way we need to find a new balance again and you can base the bg's even more than now on your playing style.
klementino Netherlands (17:23:22 - 25-09)
Link Quote
Aiden at 17:15:14 on 25/09:
Kill Algorithm:
Easy ranking = easy killing, imo. As you could be brug again in just a few weeks, why not let you die just as fast. But, shooting should be favoured.
This concludes to me a KA in which a brug with his/her account sorted out, so he/she got their BGs right etc, should be able to kill another proper brug with one 60k shot.
BF shouldn't be too strong, killing like 2 BGs and doing like 90% damage. This brings me back to versions like 2.7, in which you'd survive BF with like 2% health left.
To achieve this, I think the def value of a villa should be reduced and the importance of RP in the KA should be reduced.
I think, or hope, this would lead to a more volatile/turbulent version in which more wars will happen, more changes of the group in power etc.


Defense in current KA influences the chance of surviving an attack. When you get shot still your attack will influence how many damage yuo do in bf, reducing villa defense wouldn't influence the amount of bf-kills, but simply the amount that survive multiple shot while being offline in villa.
Aiden (17:15:14 - 25-09)
Link Quote
Kill Algorithm:
Easy ranking = easy killing, imo. As you could be brug again in just a few weeks, why not let you die just as fast. But, shooting should be favoured.
This concludes to me a KA in which a brug with his/her account sorted out, so he/she got their BGs right etc, should be able to kill another proper brug with one 60k shot.
BF shouldn't be too strong, killing like 2 BGs and doing like 90% damage. This brings me back to versions like 2.7, in which you'd survive BF with like 2% health left.
To achieve this, I think the def value of a villa should be reduced and the importance of RP in the KA should be reduced.
I think, or hope, this would lead to a more volatile/turbulent version in which more wars will happen, more changes of the group in power etc.

Kill Skill:
I don't see the need for KS to come back, as it isn't something you can differentiate your account compared with others anyway. Or, atleast, in the last versions where KS was still there, almost every assa+ had 100%..
Maybe something as introduced on dm could be something, but it should be attainable and worth investing in. Those couple of %s you get on DM now, won't make a lot of difference I guess..

Shooting limits:
I think limits (not waitingtimes inbetween) are always bad. Let a GF shoot an ES if he wants.

Capodecina rank:
CD should be there for capo's too. And a CD should be somewhat stronger than a brug. This because this gives an advantage to families who are bigger and better organised. Though, a GF/FL should be unquestionably be the strongest of all ranks.

Lackeys:
Waiting for 2.0 lackeys.

Bodyguards:
I thought admins said a year ago orso, they would introduce new BGs, more like the 'old 5', but with the options as we have now -- the training on att/def.

Other changes or remarks:
With all this, I think playing should be more fun.
Olmert Belgium (17:09:16 - 25-09)
Link Quote
remove lackeys
remove caps
remove cd rank totally
Dons again from LC
KA aint bad
KS in formule with pos, rank,..... and not with bottle
HQ should stay... but remove spots that rediuce the dupes
klementino Netherlands (16:58:02 - 25-09)
Link Quote
Simple changing online>offline would be stupid. How are we supposed to get some sleep, when neither a person you share with nor a script is getting you online to remain strong. You will get pussy wars, just waiting till the other fams are offline and kill the whole family like clearing a bunch of chickens. I don't say offline>online is good, but it's at least better.

I already said this once:

I would like to see it like, being weaker when lackeys are running. If you fire lackeys, it takes 1 hour to be "lackeyfree". (like a cooldown).
This would make you choose between ranking while you are offline or being a less weak target while you're not around. Would make it more fair imo.

Rest I dont have time to read now, will reply later maybe
Arcanine Netherlands (16:40:31 - 25-09)
Link Quote
Ill read the article later but I want to point to 1 thing that kills the game.

Account strength is totally flawed. Once you get killed its virtually impossible to reach the top of the game. The old accounts ALWAYS have a massive advantage due to their RP.

I say..ditch the advantage extra RP gives you when you reach Bruglione and only look at killing skill, bodyguards and maybe bullets stocked.

The 300% cap actually wasnt a bad idea but they totally fucked up..despite tons of warnings that it didnt work the stubborn admins kept denying it.