Jump to content

Malthrus's Content

There have been 65 items by Malthrus (Search limited from 06-June 23)


By content type

See this member's


Sort by                Order  

#853621 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 06 March 2014 - 18:18 in Suggestions

You do have the same fair chance as everyone else? The keyword here is chance, as in you don't always succeed.

 

How does a better player have any advantage, because they are better at playing the game...? Please tell me you are trolling, because I don't think any game developer would take your opinion seriously with that outlook on game design.

 

Sorry but if you can't faceroll your way through every boss you might actually have to use both halves of your brain to figure out what you did wrong and how you could do better next time. This is a video game not a movie. You don't just sit there and watch it play itself, you have to actually overcome your adversary.




#853361 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 05 March 2014 - 18:32 in Suggestions

There should be bosses/content in the game that are difficult. If every player can kill every boss, then what is there to separate a good player from an average one? MMORPG's are built on community and competition.

 

If you are just an average player, then like Mongo said you have a challenge to tackle and keep you busy for awhile, which means you don't run out of things to do as quickly. The satisfaction of killing a boss that killed you many times is tenfold compared to a new boss that you killed first try because it was too easy. I state that from personal experience of killing extremely difficult bosses from older games vs killing the watered down loot pinata's of instant gratification from more recent games.

 

You don't HAVE to kill every boss without wipes, this is what I think most people didn't understand when we were trying to figure out zork first couple times, people cared more about their repairs than trying to overcome a challenge. Guess why people used to play old MMORPG's for years yet basically all MMO's made in the last 4 years are beaten and discarded within the first couple of months? Because they were more difficult, the content kept you busier for longer.

 

However I don't think all world bosses should be difficult, but 1 or 2 of them should require a skilled group or co-ordination though and drop better stuff to compensate for increased challenge. If your stance on the game is that everyone should be able to beat every piece of content (communism gaming), then you are likely in for a disappointment when lvl 50 & ascended dungeons are released.




#853284 WASD almost good, need just small fix which is here.

Posted by Malthrus on 05 March 2014 - 13:43 in Suggestions

I made the same thread 2 days ago, they're working on it :)




#852896 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 03 March 2014 - 12:04 in Suggestions

Yeah but that would be even cooler! Uses a random monster model, maybe you'd get a giant squirrel boss :D




#852893 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 03 March 2014 - 11:58 in Suggestions

Lol randomly generated bosses, I wonder how that would work out :)




#852861 Camera mouse movement is still erratic with WASD

Posted by Malthrus on 03 March 2014 - 09:01 in Suggestions

Left click to move anywhere, then try to move the camera with right click while moving. Smooth as a baby's bottom right?

 

Now try holding W, then move the camera by holding down the right mouse button. I ended up spinning in circles!

 

The camera is impossible to control whilst using WASD movement, I think the camera turn speed should be the same as my first example (when you're standing still or using click to move).

 

Bonus: Add an option that lets you adjust camera turn speed.




#852858 Instant cast cancels movement

Posted by Malthrus on 03 March 2014 - 08:49 in Suggestions

You mean Rejuvenate right?

 

It's caused by the animation that your character does when they cast a spell (ie. wave their hands in the air). I've been told animations while in motion are a limitation on the current game engine. However, spells like Plasma shield do not have any animation, so they perform smoothly while running.

 

I kind of wish all instants worked like that, maybe if the game recognizes you're in motion it disables the animation? No idea if that's even possible, might cause desync.




#852842 Spell DPS display bug

Posted by Malthrus on 03 March 2014 - 05:51 in Bug Reports

Spell DPS is not correctly displayed when your essence breaks, it shows a tiny decrease from your normal DPS, however your damage is roughly cut in half as your stats should indicate.




#852838 The state of end game Crafting & The Economy

Posted by Malthrus on 03 March 2014 - 05:08 in Suggestions

People recommend you should get to lvl 40 first because crafting isn't worth the time investment. Currently it's something you do when you have run out of ways to improve your character.

 

It's hard to judge your experience personally without having any numbers to back it up with. Personally I reached 40 in 2 professions and combat before even 10 people had reached level 40 alone, but that was because I played more. I bought no resources other than wool, which would've taken a day at most extra if I had to gather it all myself. And that was farming, you can't get any advantage by being higher level there. Some people just either play more, use xp pots, or spend their play time more efficiently. I did all 3.

 

With that said being higher level does give you access to more zones, which in some cases unlocks the best area to gather a particular resource. This game isn't designed in a way you could run around as a lvl 2 and have lvl 40 in every profession. The game world is full of monsters, compared to runescape which like 90% of the useful land had no aggressive monsters. Not to say you couldn't try to be a crafting 'pure', only it would be completely pointless and worse than just being max level because of how the zones are made.

 

The only way to change that fact is to put better gathering spawns in passive areas, or add more areas like greenreef and illenska that are just towns with good resource spawns in them. It would also be an improvement if you could get the dragon waypoints at any level, so people below the zone level could travel easier.

 

But really no matter what you change, being lvl 40 will always be better than being lvl 10 at the end of the day. The gap could become closer however.




#852814 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 03 March 2014 - 01:51 in Suggestions

It seems a few people would rather world bosses just being loot pinata's instead of having to put any effort into killing them.

 

Limiting them to 10 players with the current templar/prophet count would cause a negative impact, but my idea of the bosses scaling in power should absolutely be implemented. It is blatantly obvious to everyone who has killed them before that bringing more than 10 people as of current is breaking the encounters. This is end game group content, not hello kitty free loot adventure.




#852744 The state of end game Crafting & The Economy

Posted by Malthrus on 02 March 2014 - 19:01 in Suggestions

If you're implying that lvl 40's make more money and therefore can afford to buy the materials to power level their crafting, then I would say that is because the value of materials is too low. If crafting was more profitable (by being more useful/required), so would gathering. The gap between grinding level 40 monsters vs gathering resources would be much less.

 

However i'll go back on my point and say that personally, because the population is low, that it is simply not possible to buy your way to 40 in a craft all the way. There is not nearly enough supply of resources to get the amount you need, at best you can buy all of your secondary resources (coal) and then you have to gather the rest yourself.

 

You certainly don't level "twice as fast" unless you're talking about a skill that requires you to kill monsters (like skinning).




#852740 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 02 March 2014 - 18:54 in Suggestions

A better solution in my opinion would be to make them scale in power depending on how many players are present, I totally agree though and said since the first time we killed them. Bringing 30 people completely trivializes the fights, I don't think people realize how much more difficult some of these bosses are with 10 people.

 

If you want your content to last longer, one of the best ways of doing so is to make it harder.




#852721 Invulnerability

Posted by Malthrus on 02 March 2014 - 17:33 in Suggestions

You could just press the accept res button when there isn't a ground aoe on the floor where you're being ressed, or mash the potion button faster :)




#852648 HA assassin is always better than a MA assassin

Posted by Malthrus on 02 March 2014 - 08:34 in Suggestions

^ wat

 

I'm confused at the point you're trying to make. Crit is less dps than attack power in almost every situation. Assassin's dps is all about Dots, which crit doesn't affect.

 

edit: ok I get what you're going for, you mean you get faster stacks so you can do more finishers. That's true but you are building into a stat which doesn't effect your dots at all, which are a big source of your damage. You are losing cost effectiveness with your allocation of stats. Attack power effects everything you do, including the damage your finishers inflict.




#852640 HA assassin is always better than a MA assassin

Posted by Malthrus on 02 March 2014 - 06:56 in Suggestions

It's a DoT, which means it ignores all armour and damage reduction. I think letting it crit also would be too much, there needs to be a downside to dots if they are going to contain such a powerful property, and to be honest with crit being the worst stat in the game for just about everyone that isn't much of a loss. It would be nice if crit was calculated into tooltip DPS, so everyone could see just how weak it is compared to attack power.

 

I think Ambidextrous would need to be raised to a 3 point investment if it was going to give 3% crit per armour piece, or it's too cost effective. However I think if crit was a better stat in general, then so would the talent and that would put MA assassins in a better spot.




#852365 The state of end game Crafting & The Economy

Posted by Malthrus on 01 March 2014 - 04:51 in Suggestions

Something I thought of however, what if dungeon gear was not upgrade able and only crafted gear was able to upgraded? It's kind of strange, how there's so much emphasis on dungeons in this game.

I think dungeons should be a core part of the game. If all the best gear came only from crafting then we would have a reverse of this situation where dungeons would not be worth running and instead gathering iron all day would be the best way to make your character stronger, as opposed to actually killing stuff.

 

If the best gear pieces for different slots came from all different parts of the game as I mentioned in my last post, then it encourages players to embark on every aspect of the game and gives you a larger variety of stuff to do. Even if dungeons are fun, people won't run them if they aren't also rewarding.

 

Pretty much all these items would still be tradeable (bind on equip), which gives pure combat players the option of making money too, you shouldn't be forced into gathering/crafting.




#852137 The state of end game Crafting & The Economy

Posted by Malthrus on 28 February 2014 - 15:58 in Suggestions

Only some of your equipment slots out of 13 should be best-in-slot from crafting. We need the best items to come from multiple sources in the game, especially dungeons. Otherwise there is no point to grouping if you don't need to run any dungeons to get the best gear.

 

It also serves to give the gearing process a lot of variety in gameplay, you aren't just farming 1 dungeon endlessly or hitting iron nodes until your eyes bleed. 

 

But you could incorporate this into professions by creating these rare recipes that drop from different monsters including bosses, which craft the best items in the game.

 

Where the best items & 'almost best' items should come from:

 

* Rare crafting recipes - Different recipes drop in different places which are unique to their monster or boss. Bind on equip.

 

* 5 Man dungeon & Arena bosses - Very low chance to drop or roll the best item/stat, these are mainly physical items but a few recipes too. Bind on equip, so you can sell good drops that nobody needs and you can make some cash running group content, group farming should be encouraged because it's social content.

 

* World mobs - Just normal monsters all over Eldevin, can be both actual items and recipes to make these items, these have the lowest drop rate out of all listed here to create an economy where min-max players seek out these extremely rare items to purchase for thousands of gold. Bind on equip, lets mob farmers profit off gear & recipes they don't need/want/have the skill to make and gives you that feeling that you could win the lottery finding one of these items whilst you're grinding away.

 

* Wilderness only mobs - Same as the above but only found in the wilderness. People who don't like pvp can buy these off pvpers. The chances are you'll end up buying most of these items anyway (including those from the normal world mobs), because the chance that you'll find all of the correct stat items for your build by yourself is extremely low, which requires you to search the market and trade.

 

* World bosses +(Future raids?) - A higher chance than the 5 man drops, but limit these to once per week/every 3 days or so. Bind on equip for weekly world boss. Bind on pickup for raids if larger group size dungeons are added in the future, meaning only players capable of being in groups that can kill these difficult bosses can obtain these items.

 

* Epic/Fabled questlines - Very long quest lines that require a lot of materials and kills of different bosses + story elements! Bind on pickup.

 

* Regular Crafting - 100% solo to get resources, make them require a TON of regular mats so they are expensive to make. Bind on equip.

 

Each one of these categories should carry 1-4 best-in-slot items for each archetype, including some hybrid pieces.




#852068 Buff Zorskaars fire floors

Posted by Malthrus on 28 February 2014 - 01:26 in Suggestions

The damage of the fire floor was never a problem, it didn't need nerfing. The problem was the obscene tank damage and the frequency that the boss casted his abilities (including the fire floor). We shouldn't be getting players into bad habits of standing in the fire, you should have to move quickly or you die, simple as that.

 

This also forces the tank to move too, which adds a whole new dynamic to the fight where the tank has to re-position himself without making the boss turn towards the melee/ranged.




#852066 The state of end game Crafting & The Economy

Posted by Malthrus on 28 February 2014 - 00:39 in Suggestions

One idea I had recently which I was yet to make a suggestion on is that we could get unique recipe drops. The recipes would be for new items with comparable stats (same number different spread) to current items. The recipes would also be very rare so you could find you are the only one with the recipe (or even purposely kept unique).

Also there was an idea floating round a while ago about personalising items. So perhaps an inscription on a blade etc.

Really like this idea of rare hard to obtain recipes. It makes buyers search for that 1 crafter who has the recipe as opposed to finding any old crafter that's online. It's really easy to max a crafting skill so there needs to be a way to distinguish crafters from each other. This will allow crafters with those rare recipes to charge whatever fee they like for the craft, as nobody else or very few other crafters would be able to make that item. It also allows the crafter to profit from buying the raw materials, making his rare/unique craft and then selling it for a big profit.

 

An alternative perspective on buying materials for leveling crafting is this: it is a way to transfer gold into the economy that benefits the lower level players. High level players can earn gold from the game relatively easily, low level players cannot. It is the transfer (exchange) of money that makes an economy. So high level players buying resources from low level players enables 3 beneficial results:

  1. More high level crafters in the game
  2. Low level foragers/crystal cutters/prospecters earn gold they could not otherwise acquire
  3. Low level foragers/crystal cutters/prospecters are more incented to level up those skills

Therefore, for these reasons, I see no problem with the higher levels buying materials to level crafting, in fact it is a net benefit for everyone.

I didn't say there was anything wrong with high level players buying materials to skill crafting, that is exactly how it should work. The problem is the value of crafting is so low that the quantity of resources you can buy for 1/10th of the effort at lvl 40 really seperates high level and low level gatherers. With prices so low there is no reason to ever gather materials at lvl 40, because it's just a waste of time vs. going out to farm mobs instead and buying the iron bars for like 15g/100. If crafting was more desirable and in demand, the price of materials would go up and it would become profitable for everyone to gather materials, not just lvl 10's with no money to buy their skills.

 

Now regarding making crafting worth leveling, there is a simple solution. Rather than dropping high level weapons and armor from big bosses, instead drop rare materials. These rare materials could only be used for crafting to make high level weapons and armor. This effect should phase in by level. So for example, at level 25 (GC/SV) half the drops should be weapons, half materials (but armor drops should remain the same because sets). By level 35 it should be half and half for both weapons and armor. By level 40 it should be 25% weaps/armor 75% rare materials. And by level 45 and above it would be 100% rare materials.

 

This approach would make leveling weaponsmithing and armorcrafting (and leatherworking and tailoring) suddenly very important.

I'm in support of attaching the dungeon sets to crafting instead of purchasing them off vendors. You should be able to use your 'jungle relics' on random non-set pieces (no weapons). None or almost none of these items should be best-in-slot either, they should be filler items until you get the real deal, to make up for bad RNG & the low drop rate of the best items in the game. A piece of the best equipment in the game should very be rare and or difficult to obtain.

 

Going back to the idea of recipes, how about the bosses in the dungeon have a low chance (<5%) to drop the recipes for each piece of the dungeon set? They would still cost remnants to craft, requiring a material that is unique to running that dungeon, which keeps dungeon running profitable. There should also be recipes for items that aren't part of a set, perhaps a super rare (<1%) heroic recipe drop from the final boss for a best-in-slot heroic item. There should also be a very low chance (<1%) to get some different recipes drop off normal & wilderness monsters.

 

I like part of your idea about rare materials in these dungeons, perhaps instead of dropping from the bosses there are rare resource nodes (much like my idea of high-yield wilderness nodes), which contain a much larger supply of rare materials than a normal node and do not respawn unless you reset the instance. Normal gear should still drop from bosses, the random stat blues is a good system right now. We could use more variety with the heroic end-boss loot though, the TR boss only drops a melee 1h and a melee ranged throwing weapon.

 

I just hope the developers are listening to our feedback, and this isn't all a massive waste of our effort trying to think of ways to fix this game.




#851962 The state of end game Crafting & The Economy

Posted by Malthrus on 27 February 2014 - 12:50 in Suggestions

I didn't suggest full loot, because it's unlikely they will change the entire structure of their game to accommodate a full loot economy, even though I would like it too. I think at least dropping everything that is farmable inside the wilderness, including all the gold you're carrying is a good start though.




#851946 The state of end game Crafting & The Economy

Posted by Malthrus on 27 February 2014 - 10:39 in Suggestions

My thoughts on the current end game crafting and economy situation are that it is extremely poor. I have reached level 40 in many gathering/crafting skills now and there is absolutely no reason to craft for anything other than grinding xp. Maybe you get to help the odd player with a craft and get a tiny fee in return, which doesn't come anywhere close to paying back the time investment spent on crafting. 
 
With no reason to craft outside of leveling up, the demand for crafting resources will run dry very quickly. This will only get worse when more people reach the maximum crafting levels and the demand for resources plummets. This essentially means there is no economy. The amount of gold you can farm by killing monsters/world bosses for the amount of resources you can buy at the moment is completely out of proportion (ie. 1 hour of AoE grinding for 3300 bronze ore or 5000 coal). Why is this? Because the demand is so low, crafting is not rewarding enough.
 
In general I feel crafting is too quick to reach the maximum level, which is mainly due to how the tier system works ie. lvl 16 and lvl 32 crafting becomes way faster. It should scale upwards, the early levels (1-15) should be easier and the later levels should take much much longer.
 
Despite that, I feel there are many ways that you could make crafting at maximum level well worth your time, by adding additional incentives and by embedding it into regular gear progression, whether crafting it yourself or paying someone to craft for you.
 
Here are a few of my ideas:
____________________________________________________________________________________
 
Gear Upgrading
 
One idea I have to give crafting a purpose once you reach the maximum level, but could also be another form of progression at the lower levels (at a reduced cost), is the ability to upgrade pieces of gear with rare crafting materials and elemental flakes. This could also be done with any piece of gear in the game not just crafted items, items would need a set cost based on their level and rarity, for example:
 
Level 40 items
Green Boots = 8 Iron bars
Rare Boots = 8 Iron Bars, 3 Pure Iron
Rare Helmet = 10 Iron Bars, 3 Pure Iron
Heroic Chest = 16 Iron Bars, 4 Pure Iron, 2 Elemental Flakes
Heroic 2H Weapon = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
 
To upgrade an item, you require the profession that corresponds with that armor type with the same or higher level than the item requires to equip.
 
There would be 5 tiers of upgrades which increase in cost per upgrade, could add more levels later perhaps.
 
+1 2H Weapon upgrade = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
+2 2H Weapon upgrade = 30 Iron Bars, 10 Pure Iron, 6 Elemental Flakes
+3 2H Weapon upgrade = 40 Iron Bars, 15 Pure Iron, 8 Elemental Flakes
+4 2H Weapon upgrade = 50 Iron Bars, 20 Pure Iron, 10 Elemental Flakes
+5 2H Weapon upgrade = 60 Iron Bars, 25 Pure Iron, 12 Elemental Flakes
 
Upgrading an item once would increase all of its stats & DPS or armour by 5% and give the crafter some xp.
 
The pure iron goes up in cost by slightly more to make them more desirable, increasing their value more. To make it so that normal iron doesn't inflate from the higher requirement of pure iron, you should add pure iron bars which require 3-4 iron ore, 1 pure iron ore, 1 coal & flux. I always thought it was strange to be crafting with ore instead of bars anyway, this addition makes more sense.
 
Currently rare materials don't have much of a use, but with my idea there would be a constant demand for them.
 
There would also be a constant demand for crafting, as every time you get a new piece of gear you will want to upgrade it. If you do not like crafting yourself you can buy the mats and get someone to upgrade it for you, which forces some social interaction to progress your gear. To make this work with bound items, make it like a trade window where the crafter can assist you with upgrading your armour or weapon. Both players have to be standing at the same crafting workstation and you can offer gold for trade in the same window for their service.
 
The costs may seem excessive or tedious but it adds an additional form of progression to the game which we desperately need. We need a reason for crafting materials other than just leveling up or they will never have any real value at end game. We also need an economy that relies on crafting for it to not be a waste of time.
 
You might ask what happens when most people have everything upgraded, well that's when you add new harder content dungeons that drop better gear. The upgrade process repeats and crafting is once again in heavy demand.
____________________________________________________________________________________
 
Salvaging
 
Equipment should be salvageable by their corresponding profession ie. leatherworking for medium, tailoring for light, armorsmithing for heavy and weaponsmithing for weapons. This wouldn't just be limited to stuff you make from crafting, you could do this for all equipment drops in the game. You require the same crafting level as the level requirement of the item to salvage it.
 
Salvaging an item will give you a small amount of crafting experience and raw materials (ie. iron ore) which can be used to process and reforged into something else. The quality of the item (green, blue etc) will determine how many resources you salvage from the item. The amount will be around 30%~ of what the item would have needed to craft, so for an item that needs 10 iron bars you get 6~ iron ore back. 
 
This might need adjusting at first until gold inflates more because it would be better currently to just vendor the item instead of salvaging it, but you get the basic idea. You could also nerf the amount that items vendor for to make salvaging more attractive. As for non-crafted gear you could just make the amount salvaged similar to what a same level item of that quality would have taken to craft. You could also add some grey (trash items) that are broken versions of gear that drop off monsters. They will be high-yield salvage items, that give you many resources when salvaged.
 
With this change instead of making 100 belts to skill up and vendoring them, adding 50g to the economy, the materials are removed from the economy as you get less and less with each craft. On top of that you will need to purchase the vendor materials again which removes a little more gold from the system. This is mostly a suggestion to fix the massive inflation of gold. With this addition and the removal of repair kits the value of gold will stop rising so rapidly.
____________________________________________________________________________________
 
Other Crafting Ideas
 
On top of this idea it would be good if we could have a chance to roll random stats on every item that requires flakes (like the TR boss loot), so you have a reason to craft many of the same rare item to try and get a perfect roll.
 
There should be better gathering tools that you can buy from a vendor for gold that are bind on pickup. This works as a gold sink and makes gold useful for improving your gathering efficiency. There are 7 of these tools (one for each gathering profession). These various tools increase the rate at which you gather resources, they are all 2 handed so you can't dual-wield them.
 
10% Increased gathering speed, requires level 10 in skill. Cost: 10G
20% Increased gathering speed, requires level 20 in skill. Cost: 50G
30% Increased gathering speed, requires level 30 in skill. Cost: 200G
40% Increased gathering speed, requires level 40 in skill. Cost: 600G
50% Increased gathering speed, requires level 50 in skill. Cost: 1500G
 
As for Cooking and Alchemy, you should simply buff the stat increasing potions & food so their effect is more noticeable, making potion and food buffs a requirement for grinding mobs and running hard mode dungeons. For example the 25 sorcery food should become 50 sorcery and the 10% primary stat potions should become 15%, with even higher stat boosting food & potions for level 45 and beyond. I also think the higher tier health/mana potions should cost 1 or 2 more berries, they are far too cheap to produce in bulk. It takes no time at all to farm several 100 of them. Otherwise when the trade system is in place you will be able to buy tons of them for next to nothing.
 
There needs to be more non-combat related items that you can make with crafting also. Some stuff for the roleplayers or perhaps some items that boost your crafting levels on use/equip. Stuff such as a chef's hat which boosts your cooking level by 1 when worn, or perhaps just a cosmetic item. Maybe a special Alchemy potion that turns you into a goblin or some other creature in the game for a set duration on use. Maybe in the very distant future some recipes for player housing which require many different skills to create furniture. I also saw a really good idea in another thread about camping tents & sleeping bags for camps for rested xp. The entire game shouldn't just revolve around combat, sometimes people like to take a break and do other things.
____________________________________________________________________________________
 
The Wilderness
 
I'm going to add a few ideas to revamp the wilderness. Trappers Atoll is currently a dead zone and there is no reason you should ever go there. Nobody will go there to gather because you can just gather lvl 48 materials from areas like cronnoch mountain where there are no monsters and the nodes sit there uncontested.
 
My idea to incorporate my crafting ideas with the wilderness is to make it so that gathering nodes in the wilderness are high-yield. This means they have more resources in them per node and they have twice the chance to contain rare resources such as pure iron. They should give you more resources per cast as well as containing more resources because they should be faster than a regular node. This gives players an incentive to risk going into a pvp zone to gather materials at a faster and more profitable rate. All gathering materials are obtainable outside the wilderness so you don't have to go there if you don't like pvp, but there is a higher reward in doing so for those who are feeling brave.
 
For this to be feasible however the wilderness needs to be massively expanded. Trappers Atoll is far too small of an area for this idea to work, because otherwise a small group of players could completely control the whole area and all of the resources. This is due to the small size of the island and the large number of choke points created by all the slopes. Trapper Atoll should be but a small island in a large open pvp area, the size of the entire wilderness should at least match the size of Eldevin East. This gives gatherers a choice of different spots to gather in as opposed to running into a concentrated area where certain death awaits them.
 
On top of this there should be monster spawns in the wilderness, which drop a lot more gold than normal monsters (5-10s per mob, AoE pulls of 10+ mobs possible), however they don't drop any green/blue items to vendor or salvage. There should be camps which have lots of monsters for AoE grinding and there should be camps which have only champion monsters, which are spread out, have a lot of health and deal more damage. These champion monsters yield much more experience and drop a lot more gold (10 times the xp yield of AoE mob and 50s-1g each). They are designed to be farmed in a small group or solo by well geared builds that do not have the capability of AoE grinding.
 
The reason I say they should drop gold is because there needs to be a risk associated with dying in the wilderness. The penalty for death should be heavy durability loss (20-30%), you drop all of your gold on you (note: you can deposit gold in your vault), any gathering materials you farmed in the wilderness and any gems or heroic equipment drops that you found in the wilderness. You will only lose those items if they are in your bags, items in your bank or vault are safe.
 
Heroic equipment drops will have a tiny chance to drop off normal monsters (AoE camps), a much larger chance to drop off champion monsters (Single target camps). There should also be a world boss in the centre of the wilderness, who has a set loot table with a bunch of unique heroic items and gems.
 
These heroic items will be unique to the wilderness and have a very low drop chance. However they should have potential to be some of the best items in the game for at least 2 out of your 13 equipment slots. They do not roll random stats, they have a chance to roll 1 or 2 sockets depending on the slot. They are bind on equip, so you can sell them to players who don't want to go into the wilderness themselves, giving pvpers an option to make money.
 
This creates a situation where you have to determine the risk factor of farming in the wilderness, that you could be killed at any moment with all the gold & items you farmed in there. You could choose to make frequent bank journeys, there could be a couple of pvp enabled banks & vaults in there that create pvp hot spots (as well as the mob camps, high yield resources & world boss).
 
All in all I think this makes for a fairly complete and dynamic open world pvp area which would be well worth the risk venturing out to. I tried to avoid suggestions such as full loot because I realise the game will probably not get rid of bound items and I know a lot of people would hate it if the death penalty was too harsh (such as losing a bunch of your 10k gold worth gems), but these penalties and rewards seem fair to me.
____________________________________________________________________________________
 
Conclusion
 
I purposely left out more dungeons, harder bosses, larger group sized dungeons (raiding), multiple tiers of end game gear, rated pvp & pvp rankings/titles etc. Because I know some of that is well on its way to being complete. I wanted to focus mainly on crafting, its impact on the economy and open world pvp.
 
I would love to hear in this thread what other people have to say and their thoughts on the state of the end game. I know HCS is working hard on it currently and most likely have lined up many activities for us to do at the intended maximum level of 50. But while us, the players can't see what is going on behind the scenes it would be nice to hear what the community thinks and what could be done to improve the game. Maybe some of our ideas will make it into the final product.
 
tl;dr version - there isn't one, read it all or don't bother posting.



#851938 Damage over time spells in pvp ignore the 30% damage penalty

Posted by Malthrus on 27 February 2014 - 08:32 in Bug Reports

Dots should ignore armour and damage reduction effects as they currently do. However they aren't receiving the recently added 30% reduced damage penalty. I suppose this also applies to heal over time spells too.

 

I started to wonder why dots were hitting so much harder than everything else and targets under benediction were immortal, the answer has been found. :)




#851934 Prestige Points

Posted by Malthrus on 27 February 2014 - 08:14 in Suggestions

I agree that you should be able to farm it outside of dailies, time investment should be the determine factor on obtaining these particular prestige sets. So if a hardcore grind could be designed to obtain prestige that isn't limited per day, I would be happy with that. Just don't make it take only a few weeks for the whole set.




#851927 Prestige Points

Posted by Malthrus on 27 February 2014 - 05:01 in Suggestions

Yeah but it's a cosmetic set, you don't NEED to have it. I am sick of communist games where everybody has to be equal, no matter how little effort or bad they are at the game.

 

It doesn't even change your stats, mmorpg's used to have gear that only the most hardcore players could obtain which was way more powerful than easier to obtain gear. I much prefer that system over 'everyone has to be equal, you pay the same for the game bla bla' and that was back when I had 2-3 hours a day to play video games. But I am ok with unique cosmetic sets too.

 

I agree somewhat on the skill part, but the game doesn't offer anything challenging so that can't be the case yet. Maybe in the future if there's a PvP ladder the top 1% of players get a unique cosmetic set or something, that would be cool. Also suggested adding uber versions of lower lvl bosses scaled to max lvl to the eldevin arena, maybe those could award some cool looking sets.

 

But please don't change the way the current prestige sets are obtained or their time investment, because it's unfair for the players who have actually been actively working towards their prestige & reputation count since the game launched. It's easy to see it the wrong way if you haven't yet made the effort to go out and farm prestige.




#851926 Split Offensive sorcery and healing sorcery

Posted by Malthrus on 27 February 2014 - 04:50 in Suggestions

Yes warrior seems fairly weak to mages atm, but it's a game of rock paper scissors, because prophets and assassins rape mages currently (mainly due to bugged DoT damage in pvp though). Warrior should beat prophets though and have a fair shot vs assassin & rangers.





Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: