@BEAUTIFUL DISASTER The last thing we want to do is push anyone out of the game, I promise that is not our intention at all. Hopefully the fact that we've halted the release of this change is evidence of that. We do indeed have a number of ways for people to protect themselves from being chained, as you mention — I think the issue is with the balance of those features right now, as we often hear from players saying the game is no fun for them if they are constantly having to cope with certain players chaining them. We are looking for a solution to minimize this without taking away the fun of listing or making things too easy, and I appreciate your input on a good solution.
@robbin gordon definitely learning not to "open" your character to a higher level and taking your lumps is part of the game. Right now I think there are some situations where people are listing lower levels for no clear reason and doing it to the point that the victim wants to quit. When they get Protection, the aggressor gets their friends to list the lower as well. It's a hard balance to strike but like I said we want to preserve the fun of listing people without making it feel hopeless for weaker characters.
@Marshal O.P. Rockwell glad we could make that call and restore some of your faith. I agree that I think it's tough to prevent a character from progressing; I think the issue has more to do with the "feel" of the game, when some players are throwing up their hands because it's not fun for them anymore. If all of our players were as resilient as you it'd be a lot easier to design the game! I understand wanting to preserve the way it is, I think there is a middle ground we can reach though that'll ensure everyone's fightlists are full of new targets for a long, long time to come.
@eric smith the Protection feature activates when you've been listed 10x more than you've listed the opponent back. If you're not seeing it show up at that point, it could be a bug; could also be that your cache needs to be refreshed. Ultimately the situation where you are forced to take a break as your best option isn't something most players seem to think is fun, so that's what we're trying to resolve here. The one-on-one thing you mention is a bit more like cagematching, which we are considering bringing to LCN in some form. Given how concerned people seem about the hitlist delay I think we may have to adjust it in some way before rolling it out, but I do think something needs to be done and we haven't quite figured out what yet.
Right now I am leaning toward the idea of restricting the 60-second delay to people outside your fight range. I'm not sure if this is feasible but I am going to discuss it with the devs and see where we're at. Thanks for all your input, guys, and I will keep you posted with any news on this.
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