Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Decays
« Last post by el conquistador on Today at 12:19:51 PM »
it is fun when a couple of items load instead of the standard empty zones.

but it is extremely demoralizing when you log back on after a couple of weeks and half your items are gone.

its a tough problem.  personally id like to see much slower decay and much higher/no item limits
2
General Discussion / Re: Decays
« Last post by albarn on Today at 08:34:23 AM »
Not to put too fine a point on what's already been said, but delving into Kadaj's post:


My idea for class sets, and I've said this before, is this: allow high level mobs of specific classes to death load a set item for the class. EX: Nightlord could have a chance at loading the gossamer mage set, King Phoenix could have a chance at a barbarian piece. Heck, even lower the % and let any 25+ mob of that class have a chance at dropping a piece.

[edited]

What the class sets will also do is free up even more gear. You can't make the class sets the be all end all, but if a lot of people are using them, that's more gear loading for everyone else.
 

If the sets are loadable, and somewhat competitive, that frees up a lot of unique shines for the hardcore gamer to gun for.  At that point, you could dial the decay rate back to where it was.

3
General Discussion / Re: Decays
« Last post by Tajs on Today at 01:15:49 AM »
I'll have to agree on the majority of what's being said here. The rent decay is brutal. I'm all for upping the rent decay time some.. by x 1.5 og x2.
At the same time I like that items actually *do* decay and can't be deeprented, just make the time before decaying in rent longer. Or based on how active a char is? If that's possible
4
General Discussion / Re: Decays
« Last post by Kadaj on July 18, 2019, 09:35:17 AM »
It takes a long time to gather the right 'set' of items you want to play with. Unfortunately, once this set is completed, maintaining it is a never ending battle. We're older now, we have more responsibilities with work and real life. Long gone are the days of logging on and playing endless. Eventually, you aren't playing Arctic, you are playing Arctic's decay system. One way to combat this issue, is to up the limit on certain items. I believe the limit 1-2 items are in a good spot, but eventually you run zone after zone and NOTHING but the vendor/drain magic items drop and it gets demoralizing. I just think relaxing on the subject of gear and decay can be loosened. Let's face it, the people who want the gear bad enough will eventually have it. But what this is doing is causing frustration and burn out to the casual players. I don't play on the weekends, so every Monday morning when I log on, I can expect 1-2 items to have decayed, being in rent for 48 hours. 

I believe the decay system could use some looking into.  I know that the lower % on items gives other people a chance at the item. I get that, it's a good idea. But also let's look at people who are religious about their decays and WILL dedicate the time to repop them.

I had the pax druid weapon on my druid this wipe, it decayed and I ran the Pax druid 14 times just to repop it. Sure, it was good money, but who in their right mind wants to run the SAME exact thing FOURTEEN times just to keep an item. That is going to cause burnout for anyone.

My idea for class sets, and I've said this before, is this: allow high level mobs of specific classes to death load a set item for the class. EX: Nightlord could have a chance at loading the gossamer mage set, King Phoenix could have a chance at a barbarian piece. Heck, even lower the % and let any 25+ mob of that class have a chance at dropping a piece.

Weapons are usually not hard to find, it's the filler items that get in the way. Logging on and seeing you have a 6/6 class set(this could even be increased to maybe 8/8 with having a 2, 4, 6 and 8 piece bonus) and knowing that not every single weapon is maxxed gives people an opportunity to play the actual game. Log on, go load a weapon, using that weapon and you class set will allow you to load an even better weapon.

What the class sets will also do is free up even more gear. You can't make the class sets the be all end all, but if a lot of people are using them, that's more gear loading for everyone else.
 
5
General Discussion / Re: Decays
« Last post by Alecto on July 18, 2019, 09:23:23 AM »
I think that the decay timers should be revisited, most items with low limits appear to decay after about 2 weeks, even if characters are logging every day. Meanwhile, I have a warrior from the beginning of the wipe who only JIST NIW decayed his Lemish shield.

I think battling deeprenting is important, anyone who doesn't log for over two weeks should expect to log back in with most of their gear decayed. But players who are logging every day should not have to run the same zones over and over just to maintain the status quo.

If we could double the current decay modifier so that most limit items can last about a month I think it would encourage more players to keep playing, instead of logging, seeing 4 decay messages, then deciding they don't want to run XXX zone for the 5th time this week, and renting.
6
General Discussion / Re: Decays
« Last post by Feroz on July 18, 2019, 09:08:36 AM »
I think the decay system could use some much needed help. Personally I am a player who plays In surges, i will play hard for 3 or 4 months typically in the winter months then spring-fall I get busy with work. As a hardcore player and a zone leader for the clan we are constantly chasing decays. It's a common theme to log on my 2 characters and have a bare minimum of 4 decays every single day that I log. I'd like to spend more time exploring the good zones that are being implemented (thanks to the imms who are putting in the hard work) but I'm just entirely too busy spending my 2hr log time each night repopping decays. It gets tedious and is likely a major factor in why I only play in surges. Would there be any consideration in keeping the current decay system for the first 2-3 months of the wipe and when the playerbase drops off to maybe double the timer length? I feel bad for some of our clan mates who have crazy shift work schedules. I'll just use lyam for example he works a week on, week off schedule. No exaggeration we will load him a brand new average-elite tiered set the week he plays, when he leaves for work and returns we have calculated he loses 55-60% of those 7-14 day old items that we loaded him. Some other things I have considered instead of chasing my tail with decays is maybe to bring back class sets, make them all death load, and low % load rates but make the decay timers insanely long. Or make it so they dont decay at all. So for the casual players they can log on and enjoy zoning or exploring zones without having to get geared up to the gills before being able to do something fun. Another option is to maybe change the load rate %. Nothing is more demoralizing than losing an item and having to run the same zone 25 times in a row to repop that 1 specific item. It's really just becoming extremely grindy, a lot of us are older players who now have families, kids, long work schedules etc. I am trying not to make this about myself as a hardcore player but I'm pretty sure the current decay system is even hurting the casual players, which in turn is likely also pushing people away from the game. Some more input would be great from other players on their perspectives and thoughts. Thank You.
7
NEWS / Re: July 8, 2019 --- Soft Revamps
« Last post by Alecto on July 15, 2019, 08:27:48 AM »
@Heo
Please do not encourage Kam to stop wiping: the smell would be terrible!
8
Game Ideas / Re: Automatic Skill Training
« Last post by gnua on July 10, 2019, 10:19:48 AM »
Getting enlighten/skillful spam during combat because your weapon's at your current level cap is annoying and probably very confusing for new players.

I was very confused by this.  When I saw skillful I thought it meant my character was improving each time I saw it (i.e. something good was happening).  It took me a long time to figure out that the skill was actually NOT training and it was wasted opportunities to improve (i.e. something bad was happening and there were two possible causes/solutions to the problem).

9
NEWS / Re: July 8, 2019 --- Soft Revamps
« Last post by Heo on July 08, 2019, 02:08:38 PM »
kewl.  No wiping until I can start playing again plz! :)
10
NEWS / July 8, 2019 --- Soft Revamps
« Last post by Kam on July 08, 2019, 01:43:21 PM »
July 8, 2019

   We've been doing some work on what we are calling 'soft revamps' of
   zones that are already in the game but are a bit lackluster. They
   aren't areas that we feel need to be replaced or modified extensively
   but still do not quite stand up to the current state of the game. So,
   we've just been fiddling with them a little bit, adjusting levels and
   experience, coins and equipment, maybe adding a quest here and there.
   The details will be for you to figure out as you explore or re-explore.

 The following zones have been affected:

 Haven (all)
 House of Gugenheim (low)
 Red Thorn Guild (low)
 Temple of Hiddukel (low)
 Dwarven Keep (mid)
 Village of Waterspan (mid)
 Gal'Vari's Isle (mid-high)
 Village of Mortigoth (high)


  HELP AREA <area name> is available for each of these.

     Oh, and Amity is back, but missing a particular
     treasure that has been placed elsewhere in the game.

- Kam, Kholos, Anista
Pages: [1] 2 3 ... 10