Leave trace flag beams as-is
I know this may be unpopular, but want to get this out there: I've actually fully adjusted my play to the incorrect trace flag beams after all these months - they've been broken for 8 months now - and at this point I think it would be more of a pain to change my gameplay back. Instead of possibly breaking something else in the process of trying to fix it (which, given the game's track record, is bound to happen), can we please leave as-is?
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no please no. they were good as they were. no beams= low/medium. Yellow= high. Orange= severe. Red= emergencies.
All they (devs) had to do was add a light blue or something for mediums and leave the rest alone. Now, it's a pain to Trace charm anything, you need to go in the foundable to make sure it's a real emergency and not a severe, go out, hope it doesnt despawn and trace charm it, go in. Way too many more needless 'clicks' than before.
#fixtheflares
@Drakonite Maybe it was worth it before they nerfed the Trace charm, but now I'm only using the charm for foundables I need since I've already either placed many of those foundables on Gold pages or have them maxed out on Silver pages where I'm stuck on fortress-only foundables. And to make that happen, I already need to go in the foundable to check to make sure I need it before backing out and putting a trace charm on it. Again, I've fully adapted my gameplay to fit something that's been a part of the game for months.
I never trace charm anything other than emergencies even after the nerf, if its worth it less for emergencies its not worth it at all for anything else, unless its task-specific or something....
Yeah you have everything on gold, there are lots of us who use tc for gaining as much xp as possible. So they were excellent before and now they are as annoying as a mosquito flying in a room I'm trying to sleep in.
Ive got everything placed on gold as well, I still dont TC anything that isnt emergency, its a matter of principle, lol
I really wish they'd just get a new color (green or blue?) for medium foundables and put the rest of the beams back the way they were.
I've also "adjusted" my gameplay as much as I can, and it's still annoying and I still want them to fix it.
I don't need anything in game (except RSB and maybe DADA for maxing out a 2nd profession)... but I still refuse to use a trace charm on anything other than an Emergency. We need the ribbons fixed, because there are plenty of us that have been tired and irritated of having to engage red stripes to verify if they are actually Emergency foundables or not. I don't need the exp or Ministry Manuals... but it is the principle of "why waste the charm?".
Also, no matter what any hpwu staff says, foundables are harder to return, since they bugged the foundable difficulty, so fixing the stripes is one step towards possibly returning things how they were before they were broken, then broken, then broken some more.
agreed, all I need ingame nowadays are rsbs and dadas to max out adversarial plans and sos (everything else including fort plans finito). And I refuge to charm anything else than an emergency.
but, ever since I got the x3 7 rsb nodes and the 14 dadas spell mastery nodes in sos tree 2 got my spell mastery near 2000 (+700 per fam) and depart denial at almost 30+30% (general+per fam) and returning things, even emergencies and brilliants has become an almost constant 1 cast return. Rarely some stuff resist and even more rarely stuff depart, usually I see depart denied. And it's been like this since 1st adversary event (when I got the nodes) on a daily basis. So, get them spell mastery nodes, ppl!
Still need to distinguish emergencies from high threats for the trace charms so at least change this.
Emergencies need be be obvious because of TC. Also, it is kind of stupid that the convention right now is different between oddities and regular traces. So, that why this certainly needs to change.
One advantage that I see with the current scheme is the yellow flare on traces that I consider the worst in terms of rewards/effort, but that doesn't at all outweigh the disadvantages.
@Drakonite: Interesting, I'm at 2000 Mastery +700 for most families as well and my feeling is that stuff basically seems to resist as much as I remembered it to resist with level 32 or so...
Nothing changed in a significant way since I started a week after release (apart from the colors of the flares...):
No flare stuff is often 1 cast, but resists more often than one would expect from the green bar
Yellow flare stuff might be 1 cast, but resists waaaaaay more often than what I would expect from the yellowish green bar
Orange flare stuff is not much harder than yellow, even though the bar has quite a different color. Gets a small EP when I see 3 or so, just to save time.
Red practically always gets an EP.
I remember the days where one used to be excited to see a red colored flare... I'd remember biking to/from work and stop for a red flare. Now, except for oddities, I ignore them. Hard to say gameplay improved.
Got bored tonight so started down memory lane and figured I'd bump this to say "I told you so" after the disastrous update to try to "fix" the beams lol. Maybe I should apply for Divination Professor at Hogwarts?
better now than w everything pure same colour red. told you so is fail in this case.