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Hops12

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Posts posted by Hops12

  1. 15 hours ago, Jordan said:

    I would agree with you, but the sets have only been out 1 month and 1 week. I have also checked the data on how many people have completed awaken sets and it is more of less in line with what was expected. I would argue anyone who is logging in now isn't even technically playing catch up?

    Also correct me if I'm wrong. But I believe this is the only thread about lowering them? I know theres chatter in game about it but that same chatter happens every patch so it's hard to tell how much is genuine and how much its just someone being angry if they haven't had as many drop as would have liked?

    Also I would like to point out that because of the new awakened systems you can start progressing your gear from the moment you get it. So the second you craft the orange version you can already begin fortifying / geming / enhancing etc. These orange sets are in themselves decent enough as a starting set and then when you get the materials to upgrade it you can then continue the progress on the golden set before heading to the awakened set.

    So yes it takes maybe 1 month to awaken the armor and "max" it out. But you could login in now, craft the orange set and already have the building blocks and start working on your character. People are far to focused on having to be completely maxed out within days of the patch launching and with the rate in which armors release your looking at this content being able to be spanned across 1-2 years for the dedicated players. So if it takes you 6 months of hard work to get the majority of sets is that not kinda good to have stuff to do while waiting for the next patch when the orange is perfectly viable, the gold is close enough to the awaken.

    I mean for example comparing the the first in reverse order awaken heavy mdmg set.

    you get set bonus wise
    5% more pve dmg across the whole set and -5% pvp dmg taken.
    10 more int, 5 more lck
    25 more mcrit, 25 pts of acc
    3% more mattack, 2% more dmg dealt
    (then the best part about the gold is the 5% chance to increase their mdmg taken +5%)

    then u compare it to the awaken
    another 20 int and 10 lck
    max mp 3896, 25 more mcrit and acc and 5% mcrit dmg
    5% more mattack, 1% more dmg dealt and the proc becomes 10% chance with 2 stacks and a -252 acc debuff.

    So as you can see theres nothing really standout that makes you unable to play the game with starting at the orange version and the second you get gold your more than capable to pvp on it without being at much of any disadvantage.

    Idk if I'm missing something but I don't really think the system is unreasonable for brand new content?

    I see, I didn't initially get how the armor upgrades work but that seems to be a good implementation for the newer players to get orange gear while they head towards the awakened set. Also, apologies but yeah, this same to be the main thread and it's in game discussions that I've heard regarding the number of materials needed.

    If I understand this correctly, although the new patch has been out for only past a month, the number issue seems to have been acknowledged and will be addressed later on? If that's the situation right now, I don't see it as unreasonable but if you delay the changes to later on, the number of people who benefit from that future change would be little to none of the current player base. 

    And to your point regarding the not-so-large difference between the gold and awakened sets, I see how the gap in stats isn't meant to separate the active and semi-active players but, in my eyes that means that the time it would take to awaken the sets shouldn't take months to do. Idk, it's hard to fully articulate my point and get it across but looking at the old lv70 awakened sets for example vs. the current sets, the old sets seemed to better represent "awakening" the sets through boss drops and npc interactions vs. flat out grinding for materials through chests you get from the dungeons. Although people did get annoyed as that single drop usually doesn't get to them as quickly as they want, it just made it more genuine and not appear "grindy".

    Thank you though Jordan, I appreciate the response. :D

    • Like 2
  2. 17 hours ago, Jordan said:

    It is too early to be making nerfs based around people who are new or joining the game being able to catch up. The drop rates where vigorously tested to make sure the sets take an adequate amount of time. Yes this will be decreased in future but what you have to remember what are people going to be doing in a months time when they max everything?

    Hello, 

    I am a part of those returning players who have recently started trying to catch up with the players who have been grinding for these awakened sets for months and months on end. I've also seen a few threads and suggestions people have made regarding the amount needed. I can see why they want it lowered, and also why you would want it to be retained. But maybe it's time to recheck the free time the community has in a month? Yes, people who are able to actively play every day would take a couple of months to complete them which prolongs the lifespan of each patch the GM team rolls out, but does the community still have that much free time? Just looking at it from the point of view of the new player/returning player you refuse to adjust for, it is very intimidating to know that it would take regular players that long and that it would take maybe ten times the duration for us players who can only log on a few times a week? It promotes "account sharing" or just demotivates a person completely because it takes that long to get even just one set (probably a month or so). Of course, I know you have to account for these active players and that decreasing the quantity would mean hastening the time it would take for them to complete the sets.. but what happens when the active players you want to avoid reaching the end game too quickly want to take a break from the grind? It would be old players taking a break from the game and new players with a big obstacle to cross just to even get one set to awaken.

    Of course, at the end of the day, I am but one player who just so happens to have returned to the game. It's the GM team's call on how they want to run the game. But maybe it's worth looking at it from the point of view of other than just that the numbers make sense? 

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  3. 6 hours ago, Jordan said:

    Territory War / Guild Wars concerns and suggestions

    I've recieved a number of complaints that most of the active TW's on this server and GvG's end up becoming a capping fest where instead of people contesting and fighting most people op'd to just running around capping. Now a simple HP change helped against this a bit, but overall it didn't really have an overall change to this problem. So I'm asking the community on what they think would be some good changes to be made that could encourage fighting more and contesting crystals more during a match. Bring back the PvP elements of this mode rather than it being PvE.

    Please if you have any other concerns about this mode you are welcome to put those issues and suggestions forward too.

    GVG/TW/GA: I second adding a buff on crystals that proc every 3/5 seconds that remove all debuffs on it, think it would discourage the solo capping and would prolong crystal life

    3v3: There's a queue system in place for dungeons in game right now that lets you declare your queue class as either a tank, dps or healer, if there is a way maybe this can be implemented so that both sides will be "equal" in terms of class numbers, but personally I really liked the old 3v3 system (without the class changing inside) because you went inside not knowing who you got on your team (maybe just reduce the round time from 5 minutes to like a minute thirty).

    6 hours ago, Jordan said:

    Elysian Island

    I recently revamped the island for the Classic server for its release which included several changes. Some of these changes include:

    • Disabled Arena related gear.
    • Disabled Battle Pets.
    • Disabled Friendly Fire (Like on awaken) but additionally fixed the remaining issues with it (Not available on awaken right now).
    • Revamped Boss rewards.
    • Added some new rewards.
    • Updated and tweaked how the bosses are spawned within the island.
    • Fixed the boss spawning bug.

    Now I will state now that we cannot just copy and paste these changes over and call it job done, but it would be definatly some things to consider adding to the awaken version. However, I have a vision to completely revamp the island on awaken, make it unique to the Awaken server and make it fun and something that people enjoy and wait for it to open (Like with TW). I hope that we can figure something out together.

    I think if any changes are made we would change the island back to being 3-4 times a week. However, this would give us room to add more desirable rewards that will make people not only want to participate but also feel rewarded for doing so.

    So please put any and all suggestions below 😁

    Elysian Island: This was a lot of fun back in main server, if boss and mini-boss rewards could be revamped I think there will be a lot more incentive in doing it. Plus I disagree that EI was done mainly for bosses cause it was a lot of fun getting a party inside just to prevent people from getting the hit on bosses to get a drop hehe

     

    6 hours ago, Jordan said:

    Monster Battle Arena Specific Points

    I made some balance changes to Classic which if people are interested in could be applied to Monster Battle Arena. Click Here to review the changes made!

    Now this arena is the one I'm hesitant on changing as for almost the entire life span of this server I don't think this arena has every been active. However, if people are interested in changes we can make some. One change I was suggested was adding some of our custom bosses to the roster of bosses in MBA. This could help bring some life to the arena for sure.

    I would love to hear peoples thoughts on this.

    I feel like mba was a fun arena in that it didn't matter how much or how little gear you had, also getting to use monster skills was a plus. I think instead of class medals that you get per win, you getting maybe a gift bag with maybe like EC fragments, EP or ccm inside would be a better incentive since MBA itself is not really class dependent.

    • Like 1
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