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Trappers Atoll - REVAMP!


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#1 Dunk

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Posted 13 November 2014 - 13:34

First I will start with the issues regarding Trappers Atoll.

 

Currently Trappers Atoll is only tailored to those who PvP and those who craft and farm resources, this could be a combination of those who PvP and farm resources, or one or the other, the issue here is that it is not being tailored to a larger variety of people and doesn't provide any other incentives to enter the zone and utilize it. For a PvP zone TA should provide more benefits and incentives for people to want to go there, it is also the primary and only place in where players can enjoy open PvP, remember Arena is not open PvP, it is organised and arranged.

 

My proposed solution in order to gradually develop Trappers Atoll into a place where open PvP and gameplay is the most beneficial, fun and interesting activity, remember you can still gradually improve TA after proposed solutions:

 

Firstly; the Area will have to be expanded by roughly twice its current size.

In order to provide those such as my self who do not enjoy crafting or farming resources; there should be monsters that begin from level 20 up till 45, the monsters here should provide increased experience; roughly 1.5-2x the current experience rate whilst killing monsters in the TA, what this does is it provides those who want to level up quickly and enjoy PvP a risk-reward; the risk being getting killed and having to fight over the monsters and ending up wasting time and not getting any exp at all, and the reward being increased experience. In addition to this the monsters in TA should have roughly 1/800 chance of dropping appropriately levelled heroic gear that has random hybrid stats; every single type of gear should be dropped from here, from rings to necklaces to charms, boots, gloves etc; but they should be heroic and with completely random stats (also gear with duplicate stats should be possible, however the duplicate stat should be capped at 1/2 of the non duplicate stat) ; in addition to this these heroic items will drop on death whilst in the Trappers Atoll, preventing people from just sitting there for too long with a large stash of loot, meaning if they die they will lose all that valuable gear, this will add a lot of new ways to build but will also keep the current items strong enough so that people will still have to make a tough decision.

 

In addition to the new "Trappers Atoll Heroic gear" the monsters will also drop "smuggled gems" and "smuggled gold", the monsters in there should have significantly increased amount of gold as drops in addition to the other drops, however the gold can only be turned into real gold once you have safely exited the PvP areas aswell as the gems, and "smuggled gems" should allow you to buy whichever gem you desire, but the gems should be capped at fair, but should also require a fair amount of smuggled gems as to not reduce the value of the gems currently.

 

Issues I see with this suggestion and some possible solutions: 

 

Some issues I see area people gathering in groups and going out and just killing everyone and clearing all areas, in order to combat this a majority of the areas in which these monsters reside should be single combat only; meaning that only one person can attack you at any given time with a 5 second timer in between combat; however there should still be areas that are completely free for all, however the monsters in these areas should have 1.5x the proposed rate meaning more risk; more reward. 

 

Another issue is that people of higher levels may go around killing lower levels, even with the buff that scales up lower levels they will still be at a major disadvantage due to talents and gear, so in order to deal with this the buff should be scrapped and removed from TA, instead you should only be able to attack people who are within 5 levels of you, meaning a level 20 can only be attacked by level 15-25s, providing everyone with a fair chance and providing more value and importance to your gear and talents, as they will not be watered down and diluted with the buff that is provided in TA.

 

Note; this is currently just a rough idea and a first draft, I will be listening to feedback and can change the suggestions if anyone has any other improvements to add or is able to see any issues that I have not been able to see, but this idea is to revamp trappers atoll and make it so that it tailors to both those who craft and farm resources, and those who like to kill and grind mobs, (EDIT:) in addition to this the aim is to increase the amount of people in that zone and therefore increase the activeness and amount of PvP going on in there, as currently as Mongo stated; it is pretty much empty 95% of the time.


Edited by Dunk, 13 November 2014 - 14:06.


#2 Mongo

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Posted 13 November 2014 - 13:59

Anything to make TA more populated would be great. I jumped EVERY server today to try and find some people to pewpew... there was ZERO players.

 

Need to be careful that we don't make it too overpowered on loot, gold, xp etc though... as currently there is zero risk most of the time, especially in the dead hours. Players would be making uber gains risk free.


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#3 Mongo

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Posted 13 November 2014 - 14:08

I would also like to see all valor rewards removed from anything that is not pvp. Valor was meant to be a reward for pvp, not picking freaking berries or mining a rock 50 times.

 

Foragers get valor for non pvp, if you wanna do this... give pvp players artisan rewards per kill too. It would be just as silly. :P


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#4 Kedyn

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Posted 13 November 2014 - 14:22

IF you were to add monsters - the only way that I would see that as a viable option is to have the XP gained be considered "Smuggled" XP. You can only convert a certain amount of XP at a time - and upon being killed, you lose the same % as you would if you were foraging. However - the dropped XP does not get picked up by the other player - otherwise, it would turn into the same dead zone as it is now. I think the biggest issue with TA is the unbalanced PVP system at this point in time - ranger and mages have distinct advantages so that limits the number of players who want to participate in PVP once they realize these disadvantages. 



#5 Dunk

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Posted 13 November 2014 - 14:32

IF you were to add monsters - the only way that I would see that as a viable option is to have the XP gained be considered "Smuggled" XP. You can only convert a certain amount of XP at a time - and upon being killed, you lose the same % as you would if you were foraging. However - the dropped XP does not get picked up by the other player - otherwise, it would turn into the same dead zone as it is now. I think the biggest issue with TA is the unbalanced PVP system at this point in time - ranger and mages have distinct advantages so that limits the number of players who want to participate in PVP once they realize these disadvantages. 

That is a very good idea; "smuggled experience" also prevents a large amount of experience coming in by having it vanish on death!



#6 lester

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Posted 13 November 2014 - 14:38

There are many servers open and a small amount of low level players that know what TA is and where.

Also , and i repeat , take out mounts from TA a level 10 with a maxed out mount can out run any other level 10 if they are new ;especially if they are a warrior.


Edited by lester, 13 November 2014 - 14:39.

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