Quote:Finally I want to discuss the issue of competition. ~~~. If you think it would still be inevitable for people to make a god item holding castles with 10-20 eco, you are kidding yourself.
I don't know where to begin if you think that is my attitude regarding woe, or the current situation. There's a lot more that goes on than you can see, and precast breaks are pretty digital. Either the precast gets broken, at which point the success rate for breaking has been extremely consistant, or the precast is not broken and so there is no break. Regardless, this isn't about the current woe situation and I hope you don't think I'm motivated that way. If it's impossible to believe I'm trying to tackle this objectively, then I don't know what discussion of god items I could possibly bring forward that would lead to that conclusion and we can only conclude for everyone to mistrust everyone.
Perhaps I should clarify by what I meant about competition and 1 castle. At the moment, things are pretty simple. I didn't want to get into an analysis of the metagame since it's not totally appropriate but here goes:
LW is established, and so will hold a castle. This leaves 3 castles. Bamboo makes a serious attempt for al de, and because it's a stupid out of the way 'side game', they'll only seriously lose it for any length of time if a dedicated pre-trans guild pops up (because if any other guild were to jump to a large number of pre-trans they'd be left too vulnerable in their 'real' castle). Behemoth, CDZ and DD are pretty much going to fight between the remaining two castles. So far behemoth has held fairly consistantly, and I'm not sure what happens at payon but I think it alternates somewhat? Whatever. What other large competitive guilds are left? Pretty much everyone is accomdated, but no one can really strike out easily without risking their castle's econ being pierced when people are away. As a result, we have what's happened lately, which has been a fair bit of inactivity. I don't see how the current situation is conducive to competition. But hey, that's pretty much a whole other topic right?
Besides that, I liked your post a lot. The randomisation of drops does make it harder to focus on a specific item, but it's not like that makes it anything more than, as I've said from the start, time. Yes, it's a lot of time. Here's where I think I meet my disagreement with people:
I believe the time invested does not justify that powerful of an item. There are repercussions on a small server once megs exist, and while a reward is great it shouldn't come at the expense of the server's woe. I'd then say that megs as is are in a world of their own kind of crazy. +20 str lets you oneshot a few new tiers of players (ones specced to survive the usual 130 str optimally geared EDP SB, for example) and +40 str ups it another 2 or so tiers up putting /extremely/ heavy pressure on even well geared non-swordsman classes. Not always a oneshot on the vittiest, but easily a 90% smack of health. +80 pushes it a few tiers more. Now any non-swordsman class can pretty much resign to death the moment they get touched, and of course grimtooth allows (a healthy amount of) safety while doing this. Only swordies feel safe, and even they don't feel THAT safe.
That said, I'm not stuck to the +20 str modification, I'm just saying megs are really quite ridiculous and would have too great an impact. Yes, maybe if they weighed even more and wielding two was VERY impractical, that'd be another way to do it. You can become crazy hax, but lose a lot of gear/potion choices (which isn't the case with the 800 weight megs, on 99 str classes).
Regarding sleips and brigs by the way, they're really REALLY good. So are variants and whatnot, but honestly they have some very unique advantages. Sleips have the obvious walkspeed advantage, which you can get a lot of out of with some work (like having a moonlight in your variants, then add in some decent def!) and brigs open up a lot of builds. I'm saying that their advantages, while fantastic, are subtle. Brigs lets you make some very clever builds, or you can just be simple and put them on a wizard or biochem and get the best int levels in the game, while packing even more vit(!) and so on. My point was that megs are just in a league of their own, and that the weight limitation is really more geared around the kind of seige you'd see on a large pop server (I'm sure we've all seen vids of busy busy iRO woes right? Losing 800 weight there is REALLY gonna hurt, when you're crawling through way more damage everywhere, compared to teeny tiny hero woe by comparison).
But yeah, thanks for your thoughtful post about god items.