Where do I vote for "Nah... Leave the Gold dropped alone!"???
"Leave it at its current >L1600 amounts (Averaged 200g/Kill)" <-- that should be kinda obvious ?
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Posted by Pardoux on 11 November 2013 - 04:17
My idea is if we have a page in guild that calls "Titan Rewards" but we rarely use it. Its very common that guilds or even players solo secure a titan by draining more than 50% from hp and then just let the titan there untill someone do the rest of the job. Actually that is fair as they won more kills than any other guild/player but what would happend if the only way to obtain the Epic item from each Titan would be by exchanging TKPS for them and not by 50% kills on each titan? I know we have a titan cooldown so we prevent from guilds constantly "farm" a titan but i think if we need to use the TKPS, everyone would fight titans untill dead, we would need to work a bit more but later at all the guild would recive the cherished epic.
Titan items seem to be coming into the AH now at a slower rate than previously. Maybe that's because less folk are hunting them and maybe it's because guilds are racing to a 50% + 1 kill secure and no-one else wants to do the "leg-work" for them to get their drop.
I had a thread http://forums.hunted...showtopic=58991 detailing possible solutions to the titan issue which got a fair amount of feedback.
My personal viewpoint is that there should be a "use it or lose it" decay built in somehow. Thinking about it, this could be implemented 1 of 2 ways ..
a ) The titan regenerates HP once a secure has been made and, if it recovers 50% of it's lost HP it despawns and the securing guild get nothing (nor do any other hunters get any TKP)
b ) The titan regenerates slowly and if 1 week passes after the secure without it being killed, it simply vanishes, again with no-one getting a drop or TKP
Another option, that would assist both the above suggestions is making TKP a more attractive option.Other than seasonal titans, most require between 3.4 and 3.75 times the amount of kills through TKP than they do through a secure. Whilst I appreciate that a secure is the ideal way to get a drop, the TKP could easily be lowered to 2.5 or even 2.0 times the amount of kills.
All options would, I think, boost Titan activity ..
Posted by Pardoux on 10 November 2013 - 23:24
I dont knwo exactly what suggest, but I think we need more buffs that uses Kill Streak somehow.
For now Death Dealer is the only reason to keep that.
Maybe a LF that increases the chance of activate based on KS, bonus against SEs, more XP, I don't know. But Kill Streak can receive a lot of attention.
A kill streak is so easy to get if you want one - look at the top player on the KS list - over 1 million rats killed ..
Posted by Pardoux on 10 November 2013 - 08:49
I believe the variance that a person has in overall stam shouldnt matter in the cost. Simply because that person has already spent thousands and thousands of FSP on stam already. It doesnt sound fair to those that have not? ... I dont think penalizing someone who has already spent thousands of FSP upgrading their stam should be required to pay more! Im simply suggesting an upgrade that acts as a benefit/bonus once or twice a year as a FULL stam reset. It will definately benefit those that have spent more FSP on the game than those who have chosen not to. And I dont think it should be cheap, but not out of this world. Currently it would cost a person with 30,000 stam 1,200FSP( or $180.00 US Dollars) if they purchased the stam at the current rate. I dont want to change that! I am just suggesting an affordable 1or 2 times a year stam reset upgrade for all, which will benefit those that have paid their dues on stam =)
Sorry, I have to disagree with the idea then.
A "fill all" is of enormous benefit to someone with a massive stamina bank and of negligible benefit to someone with a very low stamina bank. As such, if it were implemented, it would just further the divide between the "haves" and the "have nots"
Just my 2c
Posted by Pardoux on 10 November 2013 - 06:20
I don't see how this could be done fairly .... If it was a "fill all" purchase, then the price would be the same for someone with 1 K stamina and for someone with 100 K stamina.
If you price it so that it's expensive for the 1 K stam player, then it's gonna be a pittance for the 100 K player.
If you price it pitched at the 100 K stam player, then it's un-affordable for the 1 K player.
The only way of making it "fair" is for the fee to be dependent upon the maximum stamina of the player and then it becomes similar to the "buy 25 stam for 1 fsp" upgrade.
Posted by Pardoux on 02 November 2013 - 21:47
Not every player in the guild hunted the titan obviously, cooldown penalises the individual players by being in a guild which they may have been in for years.
Cooldown should affect the players involved in the secure not the entire guild.
The cooldown works just fine as it is ...
If it were implemented in the way you want it to be, how do you think titan hunting would change ? - it would revert back to how it was in the old days, with specific guilds dominating every spawn - and that, if you remember, was the very reason it was changed in the first place.
So, keep GUILD cooldown and NO to personal cooldown ...
Posted by Pardoux on 30 October 2013 - 02:42
Thank you for the Global event BG and HCS even though the kill count is crazy. The biggest problem I have with this is the 100 FSP award for the top 100. I'm very disappointed in this portion, but it was your choice to do it.
Love the fact that there's another GE and looking forward to the Halloween LE's coming out too, but I, like Keydn and Parrot, am gob-smacked that there's 100 fsp for the top 100 contributors.
I wish you guys had stayed with the 1 or maybe 2 extra chests for the top 100, or maybe another custom avatar as a reward, but this sends out, IMO, the wrong signals.
1. I wonder if you've just set a very dangerous precedent ? - you've done it now, so folk will expect it again and again (and, knowing some players, will expect the amount to increment too)
2. I suspect that folk with massive stam banks will claim all (or the vast majority) of these 100 fsp payouts (this is, btw, not taking anything away from them, they've paid [one way or another] to get those massive banks ..). Even 10 hrs in, the #100th player has almost 20k kills - and there are a further 130 hrs (give or take) remaining. I shudder to think what the count for #100 will be at that point, but I bet it's WAY out of reach of most players. I know that the chests are worth far more in reality, but they are bound and can't be used as character upgrades so there's a world of difference between an extra chest or two and 100 fsp to a lower level player.
Maybe a solution is to split the top 100 contributors into 5 bands - as in :-
Level 1 - 350 Players - the top 20 in that band get an extra reward
Level 351-700 Players - the top 20 in that band get an extra reward
Level 701-1050 Players - the top 20 in that band get an extra reward
Level 1051-1400 Players - the top 20 in that band get an extra reward
Level 1400 + Players - the top 20 in that band get an extra reward
Whilst it's not an idea solution, it's a lot "fairer" than just lumping everyone under the same umbrella and thinking that a low level player has a chance of winning a top 100 place
Posted by Pardoux on 20 October 2013 - 21:54
btw she was out back in july maybe you missed it
Prolly did, but the chompers were out even more recently I think
Hopefully just dropping something in the caves this weekend is a 2-min job - something to tide us over before the following weekends fun and frivolities commence.
Posted by Pardoux on 20 October 2013 - 11:12
My fault =P
But all that can be said is:
- Composing need upgrades/changes.
-HCS are working on this already.
For now all that we can do about it is wait.
Pretty much - hope there's more to the changes than just those listed in the roadmap tho
Posted by Pardoux on 18 October 2013 - 22:38
just did a little bit of math about the formula for xp required for each composing level.
formula: (level-1)^2)*250
level 50 composing level: (50-1)^2*250 = 600250 xpaccording to this: http://wiki.fallensw...x.php/Composing , the best potion to make is (for xp gain):
2 skills: 1 with lvl 40 and 1 with lvl 14, duration: 54 min, takes 100 min to make and gives you 20 composing xp. or 1 xp every 5 min
So, the best potion to make to gain the most xp pr. min gives us 1 xp pr. 5 min.
60/5 = 12*1 xp = 12 xp pr. hour (max)
600250/12 xp pr. hour = 50020 hours to gain level 50 in composing (without buying "instant finish")
So, 50020 hours/24 hours pr. day = 2084 days.
I just think that quite a lot to gain composing level 50? it's 5,7 year non stop brewing ?
Am i the only one?
You're not taking into account that each time you gain a composing level, the time to create said potion diminishes by 5 mins.
Level 50 isn't meant to be attained overnight, but yes, I agree that the current timescales are - ASSUMING NOTHING ELSE CHANGES - too long.
BUT, things are changing - Hoof is keen on the idea of making multiple potions at once - that option being made available at some, as yet, unspecified, composing level - and that will speed up the levelling process considerably ..
Posted by Pardoux on 12 October 2013 - 08:02
According to http://forums.hunted...showtopic=58984, there seems to be an "issue" with secured titans not being cleared up and sitting there, slowly bleeding to death indefinately.
I can see 3 possible solutions to the above problem - there may well be more - but here they are. Some will have a more positive effect on increasing titan hunting activity than others.
1. The first one is putting the onus on the securing guild to clean up the titan. I accept that they want to get the secure for as small a stamina investment as possible as that makes the most economic sense, but that format of hunting actually causes the problem. What could happen to change this is, after a certain time period of being secured (be that a week, or 2 weeks or whatever), the securing guild is sent an automated message saying that the titan they have secured is slowly recovering and, if they don't return to finish off the job, it will recover completely and despawn, thus losing the stamina invested in the secure. I appreciate that this will be the least favoured solution
2. Titan drops could be merged - i.e. 2 x Roach Runes gives a rune that is +5/+5 instead of +4/+4. This upgrade could be done ONCE and ONCE only. This will add value to titan drops (and could work with RP epics too) but prevent upgraded items from appearing in the AH. The upgraded items would revert back to their "default" values if sold. I suspect this may be the most favoured solution
3. My third potential solution is to address the TKP numbers (and ratios) required for gaining items via clean-up rather than via secure. The method currently used is shown below (with what data I've managed to gather - but note the disclaimer on the image)
"standardising" the HP (whilst still allowing an upper and lower range of HP) allows HCS to easily slot in titans in whatever range they wish and lowering the TKP ratio will, I feel, encourage more activity in cleaning up due to reduced stamina requirements - as below...
Posted by Pardoux on 11 October 2013 - 21:12
Or perhaps make gold gain based on level? (higher level more gold gain obviously)
At the risk of provoking a certain players wrath (he knows who he is LOL) - there's too much gold in the game anyway. Bringing even more in is a bad idea ...
The "+10 Gold Gain" should be removed as an upgrade completely ... It doesn't pay for itself.
Posted by Pardoux on 11 October 2013 - 21:09
There are currently 13 titans on cool down. Some for weeks. I think this could be improved. Anybody agree?
How ?
The TKP required for an item could be lowered ? - this would, I suspect, encourage more folk to clean them up ? At the moment, the higher end titans are all around the 4 x "secure kill" if memory serves me right ? - I did a thread about standardising it some time ago but can't find it. Maybe lowering that to 3 x "secure kill" or even 2.5 x ??
The other option that was mentioned sometime ago was a "finish it or lose it" suggestion - that after 2 weeks of being secured but not killed, the securing guild was sent a message saying something akin to "your secure is at risk - finish the titan off or lose your item" and they had a further week to do so. Failure meant the titan respawned at full strength some time in the future and the previous secured item was lost.
What suggestions d'ya have ?
Posted by Pardoux on 11 October 2013 - 19:37
I don't see this logic holding any more. I suspect that most guilds have far more value locked up in the equipment than they do in the guild FSP bank, yet we are all trusted to manage the risk of having the guild equipment raided.
And for the last 5 years in my guild, guild founders have been telling people NOT to bank FSPs, but to give them to key guild members instead -- precisely because they can't be withdrawn from the guild FSP bank. I would have thought that this is at least as open to abuse as letting guild founders (and those they choose to delegate the permission to) the ability to withdraw FSP from the guild bank.
My own view is that the bigger abuse lies in the loss of FSPs for no valued return by having them locked in a store that can only be used to provide unwanted upgrades. (By definition they are unwanted --- if they were wanted, then the FSPs would have been used up!)
Given the plethora of epics and other high(er) value items in the game now, that is probably true.
Maybe then an option to "disable" guild fsp donations with a "pop up message" to donate to player x or player y instead ?
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