Pub 109 - Dynamic Treasures Feedback
in Test Center
Feedback for the Dynamic Treasures Event - please note we are NOT looking for feedback on the specific content. This is a test event that will not be deployed beyond TC. We are looking for feedback specifically as it relates to THE SYSTEM. This includes,
Mob spawn density
Mob spawn difficulty
Minor artifact collection
Minor artifact turnin
Reward generation
Again - focus on the functionality of the system and not on the content it has been setup with. Thanks!
Mob spawn density
Mob spawn difficulty
Minor artifact collection
Minor artifact turnin
Reward generation
Again - focus on the functionality of the system and not on the content it has been setup with. Thanks!
Comments
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Since you are asking for feedback about "The System" and, among it, about "Mob Difficulty", I will throw it there, then you guys see if it is something which could be done....
One of the issues with games as old as Ultima Online, is that Veteran players usually have their characters all developed and with the highest gear there is...
Which it means, that the Developers, in order to keep the challenges for these players, they need to make the MoBs increasingly tougher, in a never ending loop....
Unfortunately, this creates huge difficulties to new or returning players not having either those Developed templated or that end-game gear and weaponry....
How about, if technically doable, to Design MoBs which would "dynamically" deal with players' templates delivering more damage to the higher end Templates and, the SAME MoBs, delivering instead less damage to the lower end Templates who could then also tackle them and not be left out of these hunts ?
What could be done, I think, is assign points to the skills that the template has as well as to the gear and weapon that the template has and the MoB will adjust its damage done/sustained to that points rating....
That is, to higher end templates the MoBs would do more damage while, the same one MoB, to lower end templates they would do less damage.
Of course, the same would need to be for the damage taken by the MoB, from higher end templates they would less likely take damage (thus making the fight more challenging) while from lower end templates they would still take damage thus permitting even weaker and newer templates to participate to the fight....
Bottom line is, to make it a mechanics where new and returning players would not be "cut out" from hunting higher end MoBs as compared to more advanced and older Templates.....
Just a thought.....
re: the treasure area, one thought was to give them an item property to assist in IDing which mobs are viable. Just a matter of settling on a subtitle.
Re: treasure area - I like the idea of something in the ID. That would certainly work.
Re: paragons - I just double checked and vampiric embrace leach life doesn't work for only the paragon mobs generated by the new system. The vampiric embrace leach life works on paragon mobs in other areas of Ilshenar. I agree, it definitely adds more difficulty to the paragons generated by the new system. The question is, was it a feature that these paragons would be different than other ones? Also loot from the paragons generated by the new system seems to be the same as non-paragon versions. Usually the loot on a paragon is bumped up.
The reward drop rate seems to be reasonable. I have been able to gather a few a relatively short period of time. I assume the drop chance and treasure points accumulated also increase with the fame of the monster. Since there are lich lords in the area that makes it easier than if just mongbats were spawning.
would be nice if we didn't have to run to far for a rez
for
Treasure Hunters
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
I knew they had made the turnin person outside Kotl City a healer, so after my 3rd death & running down the mountain, thats why I asked.
I did manage to get 2 drops but I didn't get looting rights for that paragon. And one of those I got while i was dead.
Definitely increase density
Decrease paragon difficulty slightly
Mob difficulty based on distance from entrance/res location should be more noticeable
Run weekly/monthly rolling schedule & not sporadic, similar reward types would be acceptable.
Most liked the Khal Anker event.