Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 07:36 AM CST
I posted this in the Teras hunting folder the other day, but then remembered that this folder existed and would probably be the better place for it.
Compared to other capped hunting areas, including OTF which gets way more traffic, the loot in Nelemar on Teras is pretty terrible. It doesn't seem to matter what I'm killing, which floor, or what time of day, the loot is usually pretty horrible in comparison to other capped areas.
Boxes usually don't have many coins in them, and I'll find peridots and low-mid range sapphires the majority of the time (when the boxes actually have gems). Now and then I'll get a few diamonds or pearls, but it's pretty rare overall.
I didn't really notice how bad it was until I went back to the Rift this week. Plane 4, 5, and Scatter all have much much better drop rates, and the boxes are usually way better. Got some enhancive chain on my first hunt too. Haven't found an enhancive in Nelemar in years.
I figured ok, the Rift probably just isn't hunted as much as Nelemar. Level wasn't a factor because plane 5 was dropping good loot as well. Then I went to OTF, which to my knowledge is the most hunted capped area in the game overall. The loot wasn't quite as good as in the Rift, but it was noticeably better than what I was getting in Nelemar, and I made probably 3x as much silver off an average hunt there than I do in Nelemar after cashing in.
This isn't something new to Nelemar. The loot there has been pretty terrible overall for quite some time, especially for an endgame area.
What gives?
~ Methais
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 01:37 PM CST
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 02:03 PM CST
I think the rift gets less pressure because it's kind of a pain in a lot of ways. Also, compared to Nelemar it's huge, with 6 different areas and at least that many zones. And don't forget that The Scatter isn't a capped hunting area, it's post cap. You get a bit of a loot boost if you're up hunting 5-15 levels. Plane 4 which is basically an at cap hunting area gets far more pressure. Meanwhile plane five, where you were likely under hunting, gets less pressure because no one likes to get imploded, and because rescues from that plane can also be quite difficult. Most people who used to hunt 5 now hunt 4, so I wouldn't be surprised if the loot on 5 is good.
Kerl
Kerl
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 03:14 PM CST
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 03:29 PM CST
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 08:00 PM CST
>As more and more time goes on more people are capping and moving into these hunting areas. I do hope some new areas are in the works.
I mentioned this a few years back, and echo the sentiment now...if SIMU wants to keep people interested, a cap/post-cap hunting area in every town (permantent) is a near must.
I understand that coming up with new critters that aren't gimmickey, like vampires or what-have-you is far from easy, and I'm well aware that coming up with new areas takes energy, but then again, I look at temporary areas like Lich Landing and wonder...why does SIMU dump that sort of energy into a temporary area and not leave it there? Sure, some of the critters were renamed versions of existing critters, but the area itself was sound..and if it allows people to stay in the towns they like to call home...many of us could overlook the similarities...or wait a touch longer for more unique versions.
I'm not knocking storylines and quests, but they aren't what keeps most of us playing for years. I know SIMU is hurting on staff and resources, so I have to ask the question, is it time to focus on core game mechanics with those resources, or keep up with minor distractions & storylines?
--Jurp
I mentioned this a few years back, and echo the sentiment now...if SIMU wants to keep people interested, a cap/post-cap hunting area in every town (permantent) is a near must.
I understand that coming up with new critters that aren't gimmickey, like vampires or what-have-you is far from easy, and I'm well aware that coming up with new areas takes energy, but then again, I look at temporary areas like Lich Landing and wonder...why does SIMU dump that sort of energy into a temporary area and not leave it there? Sure, some of the critters were renamed versions of existing critters, but the area itself was sound..and if it allows people to stay in the towns they like to call home...many of us could overlook the similarities...or wait a touch longer for more unique versions.
I'm not knocking storylines and quests, but they aren't what keeps most of us playing for years. I know SIMU is hurting on staff and resources, so I have to ask the question, is it time to focus on core game mechanics with those resources, or keep up with minor distractions & storylines?
--Jurp
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 08:16 PM CST
>It's hunting pressure. Because it's good in Platinum and was pretty good in Shattered the last time I looked. OTF has a lot of zones, where Nelemar is really just one zone, separated by the stairs.
>Wyrom, SGM
Any chance of altering the hunting pressure variables in the capped hunting grounds? Given that unlike the rest of the game there are not any other options, there is no chance of players hunting them for a while and moving on because they have leveled out, and resources/player base size/ what-have-you make the chances of new places to hunt so that the pressure eases on its own, unlikely.
Avaia, player of
>Wyrom, SGM
Any chance of altering the hunting pressure variables in the capped hunting grounds? Given that unlike the rest of the game there are not any other options, there is no chance of players hunting them for a while and moving on because they have leveled out, and resources/player base size/ what-have-you make the chances of new places to hunt so that the pressure eases on its own, unlikely.
Avaia, player of
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 09:28 PM CST
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 10:23 PM CST
>Any chance of altering the hunting pressure variables in the capped hunting grounds? Given that unlike the rest of the game there are not any other options, there is no chance of players hunting them for a while and moving on because they have leveled out, and resources/player base size/ what-have-you make the chances of new places to hunt so that the pressure eases on its own, unlikely. - Avaia
Based on my experience in Plat, where it's easier to track treasure shift with fewer players, players moving out of the area altogether wouldn't restore loot levels in a place like Nelemar. Pressure doesn't necessarily ease and treasure levels rise just because an area is underhunted, it has to get pushed onto the poor critter types by other critters where treasure is hiding being hunted hard.
Basically, when an isolated area like Nelemar -- one zone, the only in-realm area within its level range -- seems dirt poor, it's not necessarily because there are too many players in the area. It's more likely that the treasure in that area has been concentrated on one or two critters that are being killed at a substantially lower rate than all the others. So you could have nine out of ten critter types in an area looking poor, while one that gets comparatively underhunted is bursting with treasure. From what I observed, Nelemar was really bad for this. And worse, it may not always be obvious, because if you kill a few critters ten levels below you they could still turn out pretty average looking loot due to the level differential despite being extremely low on "pressure".
For example, Nelemar would regularly get stripped bare in Plat. We had most players hunting on the third floor, a smaller number on the top end of the second floor, and no one ever hunted the area around the stairs. So loot would quickly get pushed down from the critters on the top, then slowly get pushed down from the critters in the middle, and end up packed into things like dissemblers that no one bothered to kill because they were too far out of the way and too low level to be worthwile exp for a capped PC. I would periodically go down and have a slaughter-fest around there for a while, which seemed to make the treasure levels magically reset higher up in the temple as loot got pushed back up the chain.
I'm not sure if that would work as well in Prime, with more characters complicating the equation, but I just thought observations from a slightly more controllable experiment might help folks understand why things get poor.
Dave, Brandain's Bard
Based on my experience in Plat, where it's easier to track treasure shift with fewer players, players moving out of the area altogether wouldn't restore loot levels in a place like Nelemar. Pressure doesn't necessarily ease and treasure levels rise just because an area is underhunted, it has to get pushed onto the poor critter types by other critters where treasure is hiding being hunted hard.
Basically, when an isolated area like Nelemar -- one zone, the only in-realm area within its level range -- seems dirt poor, it's not necessarily because there are too many players in the area. It's more likely that the treasure in that area has been concentrated on one or two critters that are being killed at a substantially lower rate than all the others. So you could have nine out of ten critter types in an area looking poor, while one that gets comparatively underhunted is bursting with treasure. From what I observed, Nelemar was really bad for this. And worse, it may not always be obvious, because if you kill a few critters ten levels below you they could still turn out pretty average looking loot due to the level differential despite being extremely low on "pressure".
For example, Nelemar would regularly get stripped bare in Plat. We had most players hunting on the third floor, a smaller number on the top end of the second floor, and no one ever hunted the area around the stairs. So loot would quickly get pushed down from the critters on the top, then slowly get pushed down from the critters in the middle, and end up packed into things like dissemblers that no one bothered to kill because they were too far out of the way and too low level to be worthwile exp for a capped PC. I would periodically go down and have a slaughter-fest around there for a while, which seemed to make the treasure levels magically reset higher up in the temple as loot got pushed back up the chain.
I'm not sure if that would work as well in Prime, with more characters complicating the equation, but I just thought observations from a slightly more controllable experiment might help folks understand why things get poor.
Dave, Brandain's Bard
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/08/2013 11:58 PM CST
Well whatever the reason, something really should be adjusted with the treasure system at cap. There's really no reason why any capped/post cap area shouldn't be yielding the best loot. I think as far as that goes, it should be Scatter > Plane 4 > Nelemar > OTF > Plane 5, etc. I threw plane 5 in there because I consider any area that a level 100 player can gain exp from a capped area. I guess capped friendly would probably be more a accurate term. It makes no sense to pull junk loot out of a place like Nelemar, and then go to an even easier area like OTF or Plane 5, where it's almost impossible to fry before running out of mana due to the lower level of the critters and come out with significantly more treasure. Being capped shouldn't force you into a wild goose chase all over Elanthia in order to get decent loot. This is pretty much the only game I know of where the highest level areas don't necessarily have loot to match it.
I never understood why those areas didn't operate differently from the rest of the non-capped areas, because for low and mid level ranges, people have several options to choose from, quite often in the same realm. At cap, you have OTF, the Rift, and Nelemar. Warcamps too but I don't count that.
Speaking of warcamps though, does warcamp pressure have any influence on "normal" hunting area treasure, particularly in an isolated area like Teras? And is their pressure considered separate based on their level? Like if a level 50 is hunting the crap out of a warcamp, and then I go in the same warcamp at 100, does the pressure the level 50 put on it carry over too, since it's the same warcamp? I've always been curious how that worked.
Wyrom I know you said you have nothing to do with the treasure system, but could you maybe try and make whomever does deal with it aware of this thread and hopefully he'll toss up a post here with some feedback or info? Thanks.
~Methais
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 10:26 AM CST
>>Speaking of warcamps though, does warcamp pressure have any influence on "normal" hunting area treasure, particularly in an isolated area like Teras? And is their pressure considered separate based on their level? Like if a level 50 is hunting the crap out of a warcamp, and then I go in the same warcamp at 100, does the pressure the level 50 put on it carry over too, since it's the same warcamp? I've always been curious how that worked.
Warcamp loot is a separate entity of the treasure system.
>>Wyrom I know you said you have nothing to do with the treasure system, but could you maybe try and make whomever does deal with it aware of this thread and hopefully he'll toss up a post here with some feedback or info? Thanks.
Yep.
~Wyrom, SGM
Quests
Platinum
Promotions
Warcamp loot is a separate entity of the treasure system.
>>Wyrom I know you said you have nothing to do with the treasure system, but could you maybe try and make whomever does deal with it aware of this thread and hopefully he'll toss up a post here with some feedback or info? Thanks.
Yep.
~Wyrom, SGM
Quests
Platinum
Promotions
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 11:11 AM CST
>>As more and more time goes on more people are capping and moving into these hunting areas. I do hope some new areas are in the works.
Easier fix would be raising the level cap to 110. All the post-cap folks slumming in OTF would be pushed out if they wanted to continue to get XP and non-penalized loot. You'd get more folks in the Rift and into Nelemar, and especially into the Scatter. Warcamps and such scale to level so they'd fix themselves.
Good? Bad?
Honestly? I don't think this would necessarily fix the problem without recreating it in one of the other areas... I'm just tired of being level 100. I also don't think adding more areas would fix the problem either. Lets be honest with each other here. They DID add new areas. Nelemar and the Scatter. They overhauled Plane 4 of the Rift to be a capped area. Heck, they even made the Rift more accessible.
There was no mass exodus from OTF. Why? Because OTF is EASY. There. I said it. I mean come on, it is barely a capped area. How many things in there are actually level 100? One? OTF is a joke once you're capped and start patching up the holes in your defenses with post-cap TPs. It also has better loot. Much easier AG tasks. Etc etc etc. Pretty sure Lich can handle it, too, if you were so inclined.
"But not all of us are capped!" - I know! The people that aren't capped SHOULD be in OTF. It is the 2x cap folks that should be moving on to move pressure around.
So back to the first point. No one is going to leave a gravy train if they don't have to. Raise the cap to 110.
.jaired
>LIKE A BOSS
Please rephrase that command.
Easier fix would be raising the level cap to 110. All the post-cap folks slumming in OTF would be pushed out if they wanted to continue to get XP and non-penalized loot. You'd get more folks in the Rift and into Nelemar, and especially into the Scatter. Warcamps and such scale to level so they'd fix themselves.
Good? Bad?
Honestly? I don't think this would necessarily fix the problem without recreating it in one of the other areas... I'm just tired of being level 100. I also don't think adding more areas would fix the problem either. Lets be honest with each other here. They DID add new areas. Nelemar and the Scatter. They overhauled Plane 4 of the Rift to be a capped area. Heck, they even made the Rift more accessible.
There was no mass exodus from OTF. Why? Because OTF is EASY. There. I said it. I mean come on, it is barely a capped area. How many things in there are actually level 100? One? OTF is a joke once you're capped and start patching up the holes in your defenses with post-cap TPs. It also has better loot. Much easier AG tasks. Etc etc etc. Pretty sure Lich can handle it, too, if you were so inclined.
"But not all of us are capped!" - I know! The people that aren't capped SHOULD be in OTF. It is the 2x cap folks that should be moving on to move pressure around.
So back to the first point. No one is going to leave a gravy train if they don't have to. Raise the cap to 110.
.jaired
>LIKE A BOSS
Please rephrase that command.
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 11:35 AM CST
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 11:46 AM CST
A lot of instant 110 capped players that can no longer gain a single XP from Ithzir, thus forcing them to hunt somewhere else, thus spreading the hunting pressure around to the areas that already exist while relieving the pressure and crowding from OTF.
Or they might just quit.
::throws his hands up::
I'm just bored. Don't mind me.
.jaired
>LIKE A BOSS
Please rephrase that command.
Or they might just quit.
::throws his hands up::
I'm just bored. Don't mind me.
.jaired
>LIKE A BOSS
Please rephrase that command.
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 11:53 AM CST
Or they could just make any critter that is 100 or higher exempt from the treasure shifting mechanic, and maybe have drop rates scale up for critters higher than 100 if it doesn't already work that way, so people would have more incentive to go to post cap areas instead of going cruise control on Ithzir or other easy 90-99 level stuff.
They can leave all the 90-99 level stuff alone for all I care, but there's no reason that killing something 100 or higher in a game with a level cap of 100 shouldn't reward the player with the best drop rates.
~ Methais
They can leave all the 90-99 level stuff alone for all I care, but there's no reason that killing something 100 or higher in a game with a level cap of 100 shouldn't reward the player with the best drop rates.
~ Methais
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/09/2013 05:10 PM CST
>>A lot of instant 110 capped players that can no longer gain a single XP from Ithzir, thus forcing them to hunt somewhere else, thus spreading the hunting pressure around to the areas that already exist while relieving the pressure and crowding from OTF.
But still the same thing is going to happen. Those 100 capped are now all 110 capped and all move to the 110 new hunting ground. You roll on for how ever long and back to the same issue. You are now 110 with a bunch of 110 capped with the same issue. That is what I'm getting at. Simply bumping up the age will not fix the problem at all. Just shift the problem down the road some. If you want to see a great RL example watch government. All parties in THAT debate have perfected the whole kick the can down the street....
I think adding bounties to the AG where it spans a dressed up version of a warcamp would help add to the cap needs. Something like this:
RHET: Our scouts has found an orc camp that needs destroyed before it starts to cause issues with our merchant roads. Follow our scout to the camp and destroy it.
You go the gate and wait for the scout. You follow it like a travel guide to a location and he points to a hidden trail to the camp. Only people attached to the bounty or joined to a person where the leader is part of the bounty can go in. Similiar to the sunfist warcamp idea so you can borrow a lot of code from that. Maybe not make it as big. 30 to 50 creatures. Maybe add another 10 for each person added to the bounty and a regen rate where if you leave it alone to rest or spell back up.
Not saying this would fix the issue you have BUT its an idea I think better then just raising the cap.
But still the same thing is going to happen. Those 100 capped are now all 110 capped and all move to the 110 new hunting ground. You roll on for how ever long and back to the same issue. You are now 110 with a bunch of 110 capped with the same issue. That is what I'm getting at. Simply bumping up the age will not fix the problem at all. Just shift the problem down the road some. If you want to see a great RL example watch government. All parties in THAT debate have perfected the whole kick the can down the street....
I think adding bounties to the AG where it spans a dressed up version of a warcamp would help add to the cap needs. Something like this:
RHET: Our scouts has found an orc camp that needs destroyed before it starts to cause issues with our merchant roads. Follow our scout to the camp and destroy it.
You go the gate and wait for the scout. You follow it like a travel guide to a location and he points to a hidden trail to the camp. Only people attached to the bounty or joined to a person where the leader is part of the bounty can go in. Similiar to the sunfist warcamp idea so you can borrow a lot of code from that. Maybe not make it as big. 30 to 50 creatures. Maybe add another 10 for each person added to the bounty and a regen rate where if you leave it alone to rest or spell back up.
Not saying this would fix the issue you have BUT its an idea I think better then just raising the cap.
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/10/2013 05:12 AM CDT
Capped hunting grounds should be designed for level 100 players, but the older ones are actually assuming that players are a range of equally likely levels. The number of players in the 90-99 range is miniscule compared to cap and it distorts the treasure system to have critters for those players in the same place as critters for cap.
Capped areas should have a hunting ground for the 90-99 range character, where capped characters can go slumming if they are feeling fragile, a hunting ground for capped characters which is where it is expected most capped characters will be most of the time, and a tough area for 2x capped characters to show off their uberness in or for big groups to go pwning where individuals fear to tread.
None of these grounds should drive treasure into any of the other types, but pre-cap Nelemar would drive treasure to pre-cap Rift, and the Scatter would drive treasure to a post cap OTF area, should OTF get a makeover.
Capped areas should have a hunting ground for the 90-99 range character, where capped characters can go slumming if they are feeling fragile, a hunting ground for capped characters which is where it is expected most capped characters will be most of the time, and a tough area for 2x capped characters to show off their uberness in or for big groups to go pwning where individuals fear to tread.
None of these grounds should drive treasure into any of the other types, but pre-cap Nelemar would drive treasure to pre-cap Rift, and the Scatter would drive treasure to a post cap OTF area, should OTF get a makeover.
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/10/2013 09:34 AM CDT
Barring, or in addition to the idea of making 100+ critters immune to treasure shifting mechanics, I think that every capped area should have a Scatter type section that has only the highest level stuff, up to 110, as well as a "Plane 4" section too, for what I guess you'd call minor post cap hunting.
I also think that every town should have a capped and post cap hunting area, even if it's just a cut & paste of existing critters until something more original can be developed for the area. I'd especially love to see something cap friendly come to Solhaven.
~ Methais
I also think that every town should have a capped and post cap hunting area, even if it's just a cut & paste of existing critters until something more original can be developed for the area. I'd especially love to see something cap friendly come to Solhaven.
~ Methais
Re: Nelemar Loot -- Why Is It Always So Bad? on 03/16/2013 09:41 PM CDT
>I understand that coming up with new critters that aren't gimmickey, like vampires or what-have-you is far from easy, and I'm well aware that coming up with new areas takes energy, but then again, I look at temporary areas like Lich Landing and wonder...why does SIMU dump that sort of energy into a temporary area and not leave it there? Sure, some of the critters were renamed versions of existing critters, but the area itself was sound..
More precisely, every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term. Their special abilities and defenses aren't ever what they should be, and they tend not to be as challenging as a custom-designed foe. Most importantly, they don't fit with the lore of the land. Designing a hunting ground and the creatures to go in it is a delicate process.
I'm firmly of the opinion that whipping up a set of level 100 rats and throwing them into a generic cave in every town would have worse long-term consequences than taking the time to do hunting grounds correctly -- even if it does take years sometimes, since new hunting is mixed with so many other development tasks.
More precisely, every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term. Their special abilities and defenses aren't ever what they should be, and they tend not to be as challenging as a custom-designed foe. Most importantly, they don't fit with the lore of the land. Designing a hunting ground and the creatures to go in it is a delicate process.
I'm firmly of the opinion that whipping up a set of level 100 rats and throwing them into a generic cave in every town would have worse long-term consequences than taking the time to do hunting grounds correctly -- even if it does take years sometimes, since new hunting is mixed with so many other development tasks.
Re: Post cap hunting for all on 03/16/2013 10:32 PM CDT
>I'm firmly of the opinion that whipping up a set of level 100 rats and throwing them into a generic cave in every town would have worse long-term consequences than taking the time to do hunting grounds correctly -- even if it does take years sometimes, since new hunting is mixed with so many other development tasks.
>More precisely, every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term.
Points well taken, and as I've pointed out before, I don't envy Simu staff for the endless pull of different customers who all seem to want different things...there are those that have a burning desire for the newness of quests/merchants/etc and those like myself who hate quests and just want stability.
I don't pretend to know where the right balance is, I just sense that, since there is a hard cap now, there is a growing community of capped players, and while there are vast opportunities for post-cap advancement, there is a limited opportunity for that development. Those who have played to cap have almost undoubtedly developed an affinity for one town or another and call it home. If they can't continue to advance in the place they call home, the desire to continue playing is liikely to fade. Some will start new characters...others will simply leave. The rest went to Shattered, which is a valid choice as well.
All that said, and no offense intended here...
>every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term.
This can be said (to one extent or another) of plenty of long term critters to one extent or another...Shan/Ithzir/Tritons can arguably be catagorized as "re-skinned level-adjusted" versions of eachother. Admittedly, each has some tweaks that make them relatively unique, and each is among (IMO) the most entertaining critters in game.
Again, I'm not suggesting this is a small undertaking...just that it likely is a neccisary one.
-Jurp
>More precisely, every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term.
Points well taken, and as I've pointed out before, I don't envy Simu staff for the endless pull of different customers who all seem to want different things...there are those that have a burning desire for the newness of quests/merchants/etc and those like myself who hate quests and just want stability.
I don't pretend to know where the right balance is, I just sense that, since there is a hard cap now, there is a growing community of capped players, and while there are vast opportunities for post-cap advancement, there is a limited opportunity for that development. Those who have played to cap have almost undoubtedly developed an affinity for one town or another and call it home. If they can't continue to advance in the place they call home, the desire to continue playing is liikely to fade. Some will start new characters...others will simply leave. The rest went to Shattered, which is a valid choice as well.
All that said, and no offense intended here...
>every invasion critter is a re-skinned and level-adjusted version of an existing creature. They aren't appropriate for long-term hunting, and frankly wouldn't be very satisfying for players to hunt over the long term.
This can be said (to one extent or another) of plenty of long term critters to one extent or another...Shan/Ithzir/Tritons can arguably be catagorized as "re-skinned level-adjusted" versions of eachother. Admittedly, each has some tweaks that make them relatively unique, and each is among (IMO) the most entertaining critters in game.
Again, I'm not suggesting this is a small undertaking...just that it likely is a neccisary one.
-Jurp
Re: Post cap hunting for all on 03/16/2013 10:49 PM CDT
There's a difference between renaming a critter with improved level and stats, and writing an entirely different script for a critter to follow with it's own unique abilities.
Also, it's truly a player's choice to remain rooted in a town. Nobody forces that, and there are alternative ways to gain experience for almost any profession out there.
I don't personally think the answer is in new hunting areas, but it isn't my call either. I do see players enjoying warcamps quite a bit, however, and I think that's a better avenue to discuss as players. Not only are warcamps an amazing system that populates the "hunting" area with your own like-level foes, it has its own unique way to obtain your boxes so you do not have to worry about being weighed down while fighting for your life.
Another thing about warcamps is that they are a good example of how Finros was talking about "slowing down" combat. It limits the use of area effect damage via the shroud and has potentially devastating force-on-force characteristic. There's a need for strategy at times in such an environment, instead of the common trend to e-wave, cone, nature's fury, etc.
-Marstreforn-
Icemule Trace Guru
Halfling Guru
Also, it's truly a player's choice to remain rooted in a town. Nobody forces that, and there are alternative ways to gain experience for almost any profession out there.
I don't personally think the answer is in new hunting areas, but it isn't my call either. I do see players enjoying warcamps quite a bit, however, and I think that's a better avenue to discuss as players. Not only are warcamps an amazing system that populates the "hunting" area with your own like-level foes, it has its own unique way to obtain your boxes so you do not have to worry about being weighed down while fighting for your life.
Another thing about warcamps is that they are a good example of how Finros was talking about "slowing down" combat. It limits the use of area effect damage via the shroud and has potentially devastating force-on-force characteristic. There's a need for strategy at times in such an environment, instead of the common trend to e-wave, cone, nature's fury, etc.
-Marstreforn-
Icemule Trace Guru
Halfling Guru
Re: Post cap hunting for all on 03/16/2013 11:46 PM CDT
Re: Post cap hunting for all on 03/17/2013 12:40 AM CDT
Re: Post cap hunting for all on 03/17/2013 02:36 AM CDT
Re: Post cap hunting for all on 03/17/2013 06:38 AM CDT
Re: Post cap hunting for all on 03/17/2013 09:59 AM CDT
Re: Post cap hunting for all on 03/17/2013 10:09 AM CDT
<<<Hehe, I didn't mean warcamps literally. I meant the general concept of them, and how they are designed. It is rather brilliant in my opinion.>>>
My one Sunfist master has an awful time with warcamps. She's just not built for big battles (she's an old woman with a crossbow, after all). But I've always enjoyed going with a group, like the Drakes Vanguard. It's crazy and chaotic, like typical invasions, but lots of fun. I agree that the warcamp system is brilliant, and I wish I had another Sunfist member better suited to the challenge. Another Sunfist option I find much better suited to my character are Grimswarm patrols. With those, she can run to the next room and split the force, picking them off in small groups. Divide and conquer, as it were.
Along the same lines, I think bandit tasks from the AG are pretty great. They also scale to level and are available to everyone. At first I hated them, and usually turned them in. But I've grown to enjoy them. I've found the key, for me, is to take my time and go slow. This helps prevent tripping snares, and keeps me on my toes. Of course, the treasure they carry isn't usually great. They drop the odd gem, which isn't bad, but the real reward is turning in the task. So in a way it's a more sensible system, like warcamps. The loot comes at the end of the hunt, instead of during.
There are other options. Some creatures don't carry loot at all, but have great skins. My ranger can make more skinning than any of my other characters can make hoarding boxes. And some other critters only ever drop gems, like kiramon and magru. Of course the subject was post-cap hunting, and I don't know if there are any such options in that case. But maybe there should be.
~ Heathyr and friends
My one Sunfist master has an awful time with warcamps. She's just not built for big battles (she's an old woman with a crossbow, after all). But I've always enjoyed going with a group, like the Drakes Vanguard. It's crazy and chaotic, like typical invasions, but lots of fun. I agree that the warcamp system is brilliant, and I wish I had another Sunfist member better suited to the challenge. Another Sunfist option I find much better suited to my character are Grimswarm patrols. With those, she can run to the next room and split the force, picking them off in small groups. Divide and conquer, as it were.
Along the same lines, I think bandit tasks from the AG are pretty great. They also scale to level and are available to everyone. At first I hated them, and usually turned them in. But I've grown to enjoy them. I've found the key, for me, is to take my time and go slow. This helps prevent tripping snares, and keeps me on my toes. Of course, the treasure they carry isn't usually great. They drop the odd gem, which isn't bad, but the real reward is turning in the task. So in a way it's a more sensible system, like warcamps. The loot comes at the end of the hunt, instead of during.
There are other options. Some creatures don't carry loot at all, but have great skins. My ranger can make more skinning than any of my other characters can make hoarding boxes. And some other critters only ever drop gems, like kiramon and magru. Of course the subject was post-cap hunting, and I don't know if there are any such options in that case. But maybe there should be.
~ Heathyr and friends
Re: Post cap hunting for all on 03/17/2013 01:56 PM CDT
How about a hunting ground with morphs in it? The ones that invaded RR once upon a time seem like they could make an interesting place for folk of different levels to hunt in a group.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Re: Post cap hunting for all on 03/19/2013 09:43 PM CDT
>This can be said (to one extent or another) of plenty of long term critters to one extent or another...Shan/Ithzir/Tritons can arguably be catagorized as "re-skinned level-adjusted" versions of eachother. Admittedly, each has some tweaks that make them relatively unique, and each is among (IMO) the most entertaining critters in game.
I draw a distinction between groups of themed creatures (such as the ones you name) that are intended to work together in the same hunting ground, and near-exact clones dropped into a different area. If you go to hunt a rotting woodsman or a rotting farmhand after hunting a zombie, you aren't exactly going to be overwhelmed with the novelty of it. It's especially important to have greater differentiation between creatures at higher levels, precisely because there are fewer of them.
I draw a distinction between groups of themed creatures (such as the ones you name) that are intended to work together in the same hunting ground, and near-exact clones dropped into a different area. If you go to hunt a rotting woodsman or a rotting farmhand after hunting a zombie, you aren't exactly going to be overwhelmed with the novelty of it. It's especially important to have greater differentiation between creatures at higher levels, precisely because there are fewer of them.
Re: Post cap hunting for all on 03/20/2013 07:51 AM CDT
Re: Post cap hunting for all on 03/20/2013 10:17 AM CDT
>Also, it's truly a player's choice to remain rooted in a town. Nobody forces that, and there are alternative ways to gain experience for almost any profession out there.
What alternative way is there for say, a wizard?
My only beef with warcamps is that there needs to be more of them up at a time. It's not really an issue on Teras, but anytime I'm on the mainland, it's pretty difficult to find a warcamp that a lower level person isn't already in.
Yeah I could just be rude and force them out by walking in and having the capped Grimswarm that will spawn run them off (or kill them), but that's not really very nice, is it?
~ Methais
What alternative way is there for say, a wizard?
My only beef with warcamps is that there needs to be more of them up at a time. It's not really an issue on Teras, but anytime I'm on the mainland, it's pretty difficult to find a warcamp that a lower level person isn't already in.
Yeah I could just be rude and force them out by walking in and having the capped Grimswarm that will spawn run them off (or kill them), but that's not really very nice, is it?
~ Methais
Re: Post cap hunting for all on 03/20/2013 10:31 AM CDT
Re: Post cap hunting for all on 03/20/2013 10:52 AM CDT
Re: Post cap hunting for all on 03/20/2013 12:02 PM CDT
<<<there are alternative ways to gain experience for almost any profession out there.>>>
I wish that was really true. It is for some, but non-hunting exp sources are amazingly unbalanced from class to class.
Empaths: Healing
Rogues: Lock Picking
Clerics: Raising Dead
Wizards: Enchanting
Other methods are somewhat less productive. Here are some examples from my cast of characters:
Forage a stick: 6 exp
Imbue a rod: 15 exp
Fletch an arrow: 15 exp
Infuse a scroll: Nada. Zilch. Bupkis.
Imbed an item: 192 exp (Once per day. After that, nothing.)
~ Heathyr and friends
I wish that was really true. It is for some, but non-hunting exp sources are amazingly unbalanced from class to class.
Empaths: Healing
Rogues: Lock Picking
Clerics: Raising Dead
Wizards: Enchanting
Other methods are somewhat less productive. Here are some examples from my cast of characters:
Forage a stick: 6 exp
Imbue a rod: 15 exp
Fletch an arrow: 15 exp
Infuse a scroll: Nada. Zilch. Bupkis.
Imbed an item: 192 exp (Once per day. After that, nothing.)
~ Heathyr and friends
Re: Post cap hunting for all on 03/20/2013 12:50 PM CDT
I'm not sure that wizard enchanting should count as an alternative way for exp |
There is at least one wizard that I know of (and yes, he is in Plat, and I'm sure that you are going to claim that Plat is different, blah, blah, blah) that levels exclusively by forging and enchanting.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Post cap hunting for all on 03/20/2013 12:51 PM CDT
<<There is at least one wizard that I know of (and yes, he is in Plat, and I'm sure that you are going to claim that Plat is different, blah, blah, blah) that levels exclusively by forging and enchanting.>>
He's started in on alchemy as well recently.
Gretchen
Meeting Nilandia: http://gsguide.wikia.com/wiki/Nilandia
Nilandia's GS4 Info Repository: http://www.nilandia.com
AIM: Lady Nilandia
He's started in on alchemy as well recently.
Gretchen
Meeting Nilandia: http://gsguide.wikia.com/wiki/Nilandia
Nilandia's GS4 Info Repository: http://www.nilandia.com
AIM: Lady Nilandia
Re: Post cap hunting for all on 03/20/2013 01:40 PM CDT
"There is at least one wizard that I know of (and yes, he is in Plat, and I'm sure that you are going to claim that Plat is different, blah, blah, blah) that levels exclusively by forging and enchanting."
It can be done but... compared to healing, lockpicking, or even raising it's a long, painful road to travel.
-- Robert
It can be done but... compared to healing, lockpicking, or even raising it's a long, painful road to travel.
-- Robert
Re: Post cap hunting for all on 03/20/2013 03:04 PM CDT
It can be done but... compared to healing, lockpicking, or even raising it's a long, painful road to travel. |
No arguement there. Certainly more feasible than the 192 xp/day from imbed.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Post cap hunting for all on 03/21/2013 12:10 PM CDT
Re: Post cap hunting for all on 03/21/2013 12:20 PM CDT