Fall Dynamic Events Discussion
Greetings Adventurers!
We are currently building out the Fall Dynamic Events that will continue the story of Wildfire and bring you on a deathly adventure into the history of one of Britannia's most fearsome creatures (more on that later)!
One of the action items we have for Pub 111 is to address concerns related to the Dynamic Champion Spawn. There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.
Further, as we look to our Treasures of Halloween event we want to make sure we address concerns there as well, so anything you would like to see us do specifically here is the place to let us know! There's been a fair amount of negative feedback about the "Antique" property on various items. While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items. So, any thoughts on what would make those items more palatable while keeping that in mind are welcome. Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific. We cannot take action on ambiguity. Thanks in advance for the feedback!
We are currently building out the Fall Dynamic Events that will continue the story of Wildfire and bring you on a deathly adventure into the history of one of Britannia's most fearsome creatures (more on that later)!
One of the action items we have for Pub 111 is to address concerns related to the Dynamic Champion Spawn. There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.
Further, as we look to our Treasures of Halloween event we want to make sure we address concerns there as well, so anything you would like to see us do specifically here is the place to let us know! There's been a fair amount of negative feedback about the "Antique" property on various items. While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items. So, any thoughts on what would make those items more palatable while keeping that in mind are welcome. Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific. We cannot take action on ambiguity. Thanks in advance for the feedback!
Comments
I liked the sorcerers dungeon and khaldun events for the treasures of event. I think they are more fun when they have many mobs and a boss at the end.
I would be happy with a return to Khaldun if there were some new masks.
There are too few mobs in Fire right now. I can keep a floor clear on days when there are no Balrons. More killing even if drop rate decreases.
I would like more mysterious cube colors. Red and green for the holidays.
Water tiles for houses would be very popular as holiday gifts.
Something unique. Either an armor slot item that players would want or a deco item like an EM drop.
I would prefer a statue of one of the toymakers puppies. Make them as rare as a specific roof drop so players would keep doing the dynamic spawn.
It seems to me you can break down what's happening with them into basically four steps in a players thought process:
1. They wear out quickly (Antique)
2. Since they wear so fast, they must be designed to be used during the event (Fire)
3. The items are not optimal for use during the event (Elemental damage type is incorrect, etc.)
4. What is the point of the item?
Possible ways to address those steps:
1. Keep Antique
2. State clearly that the item is designed to be used during the event.
3. Design the item for optimal use during that event.
Example: This event is in Fire, therefore most creatures have high fire damage and high fire resist, therefore we developers have purposefully designed each item to have high fire resist (to offset creature damage) and deal mostly non-fire damage (to offset creature resist).
4. Lower the cost of the equipable items significantly so players can use them during the event, burn through the items, and get some of the higher end more permanent items (ostard, etc.). The items would become something like the Tincture of Silver from previous events. Use it during the event, then don't worry about it.
Or
1. Don't use Antique (Use brittle?)
2. State clearly the item is designed to be used well after the event ends (but not forever?)
3. Design the item for use in that dungeon (or against that creature group - "Murderous Axe of Balron Wing Clipping - Balron Slayer - 100% Cold Damage!) or just as a good general purpose item (SSI Epaulettes)
4. Price the item at the high end of the reward list for that event.
Honestly Kyronix, I think you're fine with the Antique - if the item has a purpose for that event & doesn't cost that much.
Plus, you're the one that keeps talking about power creep, then gives us 10 SSI Epaulettes, a spellbook with +20 Magery, a bracelet with no durability, and a repairable tali with +20 Anatomy.
You guys are the devs. We don't control the game. Power creep only exists because you all keep adding power!
(I know, I know, if you don't up the ante each time, no one will bother to play. You may need to move to some type of low price consumable (which is really what Antique does) that is clearly stated as the themed consumable for that event, and only one or two high end rewards (Ostard or Triton) which are randomized and players will desire multiples of. Anyway, just thoughts....)
Good luck!
As a participation reward, the lore pages worked. It's immediately obvious what they are for and what they do. If you're not into the lore then no problem, do something else. I compare this to the mysterious cube which was not quite so easy for us to get our head around. At the beginning especially we didn't know what it was for and so that made the reasoning to get it less clear.
As others have said, the drop rate for these items, though, needs serious revision. Especially since player testing has shown if you're not there in the first two waves, you're kinda out of luck.
As much as I thought otherwise, I concede now that opening the treasures event to Felucca has worked well, at least on my shard. I can only speak for mine but I think it has helped to address the low spawn rate in Fire.
Some things that have not worked quite so well:
The Holmes Abomination champion spawn monsters were just all over the place. It was observed that the best strategy to clear the spawn was to engage specific builds for the specific levels. I'm sure the logic here was that this would force different players to play with each other to advance the spawn but instead it had the effect of people simply waiting out the combat timer, switching to the more effective character for that level, and then just knocking it out.
I compare this to the Black Gate champion spawn monsters which made more logical sense for their grouping, and let all kinds of player builds handle each level. Spellcasters couldn't really fight the yamatsus in the Holmes event, but they could fight everything in the Black Gate one. Dexxers had problems with the golems in the Holmes event, but they could fight everything in the Black Gate.
The inconsistency of the boss' strength and abilities between shards was a source of frustration for a lot of players, especially our cross-sharder friends. If individual shard EMs really are creating these for us to fight a little more consistency would be welcome, especially if you've got a particularly sadistic EM on your shard.
- Bring back old items -- I would really prefer that you just add a few things each new event while leaving the old items in. It allows people who weren't playing at the time to "catch up" without having to pay hundreds of millions that they likely don't have unless they buy it from a gold seller. And that's if those items are even for sale, which is an issue on smaller shards since everything is shard bound. Keep the deco unique to each event, but not the equipable items.
I will be happy if some reduced power items will spawn in game. Morphius Eppaulettes cost hundreeds of millions now. Give us something with just 10 SSI and another item with 8 stamina in a robe slot. Same for warden armour (5 SSI in a wing slot). Same for First Aid Belt: blessed or insurable bandage container with 0 additional properties will be jolly good.- Add dyes for each event, that are limited to that event. A 5 charge bottle for 150 points is my thought.
May be also dyes for pet? Reward for killing 5-10 of each paragon in the dungeon. Pet-bound paint for a pet with dungeon colour. Green wildfire triton!!- Add Conjurer's Trinket type talismans with slayers based on dungeon. It would provide a decent alternative to the cameos and the cameos would still be preferred with their SSI.
Love the idea!! But not "whole dungeon slayer". I like elementals and daemons spawn together. Tough and challenging.- Bump up the spawn rate. I spend more time running around looking for stuff to kill than anything else. I can't even imagine how bad it must be on Atlantic.
Good on Atlantic. More people => more spawn. Running is needed , so lazy bones who prefer to stay at the same place will get less drops.- Keep the spawns going in Fel! -- Thank you for doing that worldwide this time.
- I get the power creep issue. But if it's antique there is zero chance I use the points I have for it unless that item is beyond over powered. It just isn't worth it
Agree. Can add antique version of such items after event to some mob or peerless drop list.- I love the everyone gets a drop when killing the champ. But after that, why do it again? Keep the guaranteed drop but also give a 10% chance to get it again on following spawns. I would have done more spawns for the chance at more bandaid belts and Baitlin's Inner Voices.
Awesome!- Pages of Lore dropping during the spawn was a good in concept, but the drop rate was way too low. I got frustrated and quit trying because my time was better spent doing other content.
It was good. Kill rabbits with 6 chars and you get 6 pages per day. I was too lazy to do it every day, but it was totally feasible. One time even my crafter-imbuer went there. With Kotl Automaton. And while char was just running around chewing healing stone trying to stay alive and throwing Nether bolts killing rabbits if no mages around , Automaton made me a page. In like 5-7 minutes.- The champs themselves need to be standardized. It's kind of cool having each shard being unique. But some of the EMs, or whoever adds the abilities, go way overboard. One hit kills are not fun at all nor is dumping slime/acid that destroys armor. Those are two guaranteed ways to get me to stop participating. Two to three hit kills? Ok. At least I have a shot at healing myself or cross healing.
Death robe with *mob killed you* protection and 5 minutes timer will be good. Dont know if it is feasible.Only 5s and 10s along with pinks and blues these have been in t-chest for a while now with no ill effect .
This could also be a great opportunity to add missing pinks and blues and maybe even raise all skills to 120.. like cooking poisoning tinker etc
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Yukio’s earrings and solaria’s secret poison,
before these the only earrings with decent mods were the +2% resist earring of protection.
You could’ve made them +2%spell damage with only 5 luck or +2% HCI and people would still want them.
Also I was under the impression that only 3 shards would have the event in fel, but instead people mine artis on dead shards and bring ostard to live shard, plus use sampire bots to mine the champs and auto insure,
Rich get richer, why no cursed artis in fel like planned?.
Popped ostard should’ve also been shard bound.”
Shard bound pets are not a good idea. How would one not transfer a shard bound pet in their stable when they transfer their characters?
But making pets themselves shard bound is tricky and I could see a host of issues there.
As far as weapons go, people just arent going to use non elemental weapons anymore for the most part. Only splinter weapons fall into physical damage that will be used. Its gonna be hard to make weapons as a drop due to power creep if they are usuable, especially with them being time based to get. Id stick to more armor talismans and clothing items as drops.
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code. What other drop has a limit on it.
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ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs