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 31 
 on: March 20, 2024, 02:13:42 pm 
Started by Sarthin - Last post by Raygan
I want this tier to take time…but it is hard and slogging away for hours and hours over days (in my experience) getting 2-3 named (mobs after enraged) with no armor molds….killing the possible names that spawns after Rune or Voltanis (Ragnar,Velk,etc) and not getting a shard or armor or anything….looking at 30 toons to push through that is just like majorly overwhelming. I like the story I like the zone….i love everything about it…except for feeling like I am stuck like Chuck with the crappiest RNG…I am all up for things taking time…but at this rate (not the quest lines just armors) feels WAY off. I hope you don’t take that as me crapping on your work because you did a beautiful job….just after hours of work with no reward it leaves you tired and not excited and kinda like why did I just spend all that time for nothing for. I believe the quest lines should take time but gearing toons out (so that content becomes more managable)....I have all heads but am waiting to spawn AoW until both of my tanks are full geared.  Spawning him and wiping and loosing AoW would suck more than I could possibly imagine. When you are killing for hours and hours a day and you just feel stuck, it takes a great tier, full of nastalgia, and just makes you go meh....and the content is far to good for that!

 32 
 on: March 20, 2024, 01:18:26 pm 
Started by Sarthin - Last post by Sarthin
T11 Feedback Thread



A month has gone by since we released Kael Drakkel, our latest progression zone, and it's been a month filled with some adjustments and enhancements based on your initial reactions. Yet, we realize we haven't formally opened the floor to gather your comprehensive feedback.

Before we dive into the details, it's important to address a topic that not only pertains to T11 but also holds significance on a broader scale.

We're all different and while some players choose to just play quietly on the server, we all got our thoughts on the experience. Not everyone may choose to voice their thoughts through OOC discussions or Discord banter—and that’s perfectly okay—we hope that many of you will share your thoughts here on the forums when you find time for it.

Our forums offer a dedicated space for meaningful conversations about your experiences, suggestions, and insights. While OOC chatter and Discord are fantastic for spontaneous interaction, they don't always provide the conducive environment needed for in-depth discussions with us, the developers. Draca and I find it challenging to engage fully in those platforms due to their ephemeral and mixed-content nature. Hence, we want you to bring your constructive feedback into this forum, where it can be thoroughly reviewed and considered. This not only ensures your voice is heard but also helps us compile and understand the community's feedback comprehensively.

I often find myself in tells or DMs with many of you and while I enjoy the interaction, I've sometimes thought that much of what we're talking about is probably topics that would benefit all our players to read about and respond to with their own thoughts and ideas. I've personally read bits and pieces here and there, both on Discord and in-game. I still have no idea what's representative, if anything, related to our content.

So with this thread we're inviting you to bring forth your feedback on T11, so we get a clearer picture of what goes and what doesn't, so we can make the most informed decisions for future updates.While we're particularly interested in the points listed below, feel free to share any additional feedback:

Characters: The number of characters you're managing and their classes.
Equipment: Details about your characters' gear level, for example, if you're outfitting 18 characters with top-tier items such as EoBAs, UC4s, UW12s, etc.
Combat Efficiency: The time it takes for you to defeat a standard NPC in Kael.
Time Investment: The total hours you've dedicated to exploring Kael.
Quest Progression: Your progress through quests within Kael.
Loot Accumulation: The quantity of armor and item pieces you've collected.
Favorite Features: The aspects of Kael you find most enjoyable.
Areas for Improvement: Suggestions for changes or enhancements to T11.

Just remember it's not limited to these point suggestions. We're interested in anything you may find relevant to T11.

Thanks in advance!

Draca/Sarthin




 


 33 
 on: March 19, 2024, 09:46:32 pm 
Started by Draca - Last post by Adidis

That is a fantastic idea.  To add onto that, would you consider making each essence type drop from any mob rather than those in the front dropping different types than those in the back?  Most people are going to want to attempt to clear near bosses or kill specific mobs to spawn bosses.  Having those able to drop each of your new "essence bundle" item, would be a nice change of pace.

I'd like to agree with this. I don't mind reduced drop rates at all. I'd just love if all the essence types could drop in the back half. I'm on the grind for UWs so I can break into T11. It's a pretty steep increase in health for T11 which is understandable because people have been at top end so long so anything that helps is awesome.

 34 
 on: March 18, 2024, 09:45:49 pm 
Started by Draca - Last post by clbreastmilk
Sounds like good changes.  With regards to the GC change (long time coming), could we have a look at T10 length adjustment to balance it against a GC nerf?

Because people have been abusing (not in an 'against the rules' way) the Guardian Charm's overpowered effects for so long, I do intend to make a few changes, though it's not going to be extreme:

• Increase base faction rewards from kill quests, likely from 75 to 100.
• Reduce Plagueborne kill count, likely from 1000 to 800.
• Introduce a new item 'Sunderock Spear' - this item will be the result of a Magic Box combine of 5 Scorpion's Spears, and will be an area pull item with a short duration root (usable in Sunderock only). This will allow players to more easily pull camps in Sunderock, and not lose too much to the inability to zone pull (without GC).

Zone pull will still work in Sunderock, and it is certainly survivable with the right gear, but most people rely on GC to faceroll ZP it.

For clarity, GC will be useless by level 78. Level 77 it will be very ineffective, with 76 and 75 being slightly better. Ultimately, Guardian Charms are a cheat code, and they were never intended to be.





This all sounds like a great trade off.  Do you think the weapon quest count should come down as well to sync up with your balance changes?

 35 
 on: March 18, 2024, 09:44:00 pm 
Started by Draca - Last post by clbreastmilk


There is a solution I am kicking around, that eliminates the economy busting rate of essence drops, but still gives some relief to people who really do need to come into T11 pretty well equipped. This solution is that VP will drop No Drop, all in one essences, that can be turned into the Essence Trader, and will give credit towards the 100 essence quests. While these won't drop as frequently as essences were, their utility will be far superior. I want to think on this for a few days though, and make sure it's not something else that could cause issues down the road.


-Draca

That is a fantastic idea.  To add onto that, would you consider making each essence type drop from any mob rather than those in the front dropping different types than those in the back?  Most people are going to want to attempt to clear near bosses or kill specific mobs to spawn bosses.  Having those able to drop each of your new "essence bundle" item, would be a nice change of pace.

 36 
 on: March 18, 2024, 06:49:39 pm 
Started by Draca - Last post by Draca
Sounds like good changes.  With regards to the GC change (long time coming), could we have a look at T10 length adjustment to balance it against a GC nerf?

Because people have been abusing (not in an 'against the rules' way) the Guardian Charm's overpowered effects for so long, I do intend to make a few changes, though it's not going to be extreme:

• Increase base faction rewards from kill quests, likely from 75 to 100.
• Reduce Plagueborne kill count, likely from 1000 to 800.
• Introduce a new item 'Sunderock Spear' - this item will be the result of a Magic Box combine of 5 Scorpion's Spears, and will be an area pull item with a short duration root (usable in Sunderock only). This will allow players to more easily pull camps in Sunderock, and not lose too much to the inability to zone pull (without GC).

Zone pull will still work in Sunderock, and it is certainly survivable with the right gear, but most people rely on GC to faceroll ZP it.

For clarity, GC will be useless by level 78. Level 77 it will be very ineffective, with 76 and 75 being slightly better. Ultimately, Guardian Charms are a cheat code, and they were never intended to be.




 37 
 on: March 18, 2024, 06:34:15 pm 
Started by Draca - Last post by Draca
VP change will likely impact me as I'm just about done with at least the faction work in T10 and was looking forward to trying VP/Sleepers. 

Is the intention to force people back to farming old zones for essences or will VP/Sleepers still be faster back farming of essences just less so than previously?

Essences still drop in VP, but the rate they drop at is not what it was. It should never have been nearly as lucrative for essences as it was, nor should I have left it like that for as long as I did.

As someone who has played MMORPG's, I always understand how shitty it feels when you miss out on something, because it was before you could take advantage of it. However, the more I explain some of the mistakes I've made to Sarthin, and try not to let us repeat them as developers, the more it made no sense to just leave something as glaringly unintended as the rate at which loot was dropping in VP.

VP should be really, really hard. It was launched that way, but because I was new at this, and because people were not as excited about difficult content as I would be, I capitulated far too easily, made some aggressive de-tuning, and it just wasn't that difficult anymore. Loot didn't change though from one difficulty to the other, so what should have been relatively hard to come by, was not. It wasn't intended to be a catch up for everyone, which it unfortunately became.

Ultimately, it was a bad decision on my part, compounded by a continued resistance to make a change that would hurt those who would miss out, but I've just had to pick a spot and make a change.

There is a solution I am kicking around, that eliminates the economy busting rate of essence drops, but still gives some relief to people who really do need to come into T11 pretty well equipped. This solution is that VP will drop No Drop, all in one essences, that can be turned into the Essence Trader, and will give credit towards the 100 essence quests. While these won't drop as frequently as essences were, their utility will be far superior. I want to think on this for a few days though, and make sure it's not something else that could cause issues down the road.


-Draca

 38 
 on: March 18, 2024, 03:39:42 pm 
Started by Draca - Last post by Sarthin
Since some of you newer players don't really know what to expect, I'll write about my experience with it all. I have been on both sides of the Guardian Charm.

When I first entered T10 with my initial 30 characters, I had never used Guardian Charm. Once I was strong enough, as in full Ultimate Armor and UC3, I could zone pull T10 with some finesse. Safest way was to kill Goops first, then use ZP. Obviously we don't all play the same way, just saying it can be done. In most cases, manually pulling T10 camps is much faster than doing a ZP, it's just more mindless to ZP.

After T10, Guardian Charm is not usable and it will not be usable in future tiers either. Also want to note that GC was never usable in VP, not even back when it was released. There is a debuff that will leave you pretty much insta-dead if you use GC when in VP. Kael has the same feature.

When it comes to essences, I found the quickest way to get them was not from Sleepers or VP, but rather combine ZP with a double or triple instance, targetting the various progression zones one by one.

Just my 2cp. I know it sucks when something gets removed or altered that you have relied on for quite some time, but I have no doubt you will all get by fine without it.

Guardian Charm gives a false pretense of how our content is meant to be fought. It's a pre-UC 1 item, that was never meant to be one of the most powerful items in the game even 15 years later.

 39 
 on: March 18, 2024, 08:48:24 am 
Started by Draca - Last post by Marcone
VP change will likely impact me as I'm just about done with at least the faction work in T10 and was looking forward to trying VP/Sleepers. 

Is the intention to force people back to farming old zones for essences or will VP/Sleepers still be faster back farming of essences just less so than previously?

 40 
 on: March 18, 2024, 08:29:48 am 
Started by Draca - Last post by hblackard
I do not like this talk sir, please do not nerf ! =)

My six man team depends on its ability to allow steady progress. How will this effect my ability to do any Sleepers, Veeshan and maybe later T11 ? Probably will be too difficult withough making several more toons and the grind was already pretty rough.

This may kill it for me, I hope not but we will see.

Make Gaurdian Charms Great Again ! =)

OK rant over Have a great day all.

-Leeboslash


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