Intended change to Tokens

Anything wrong with them?
Taladome
Posts: 275

Re: Intended change to Tokens

Post#11 » Fri Nov 19, 2010 6:09 am

Just an idea...I realize some would say noooo I did it the old way it should stay that way, but no flames pls.

How about your bottleneck bosses get reworked with no real respawn timers. What?! I mean make them ring/ type quests where you kill a certain mob to spawn next set and so on until your finally at emp / sleeper keying mob etc. Respawn on initial mob fast but the time it takes to complete total cycle would be anywhere from 1-2 hours that way those who need it can do it in turn.

Fennin is already this way and should NOT be changed to lower spawn times but to instanced because...you would have to increase the difficulty of the path to fennin else box teams would just farm it constantly until they got everything they wanted from it AND if you increased that difficulty it might be too difficult for people doing the event for the first time.

Just a thought
Taladome
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TGressus
Posts: 56

Re: Intended change to Tokens

Post#12 » Fri Nov 19, 2010 1:03 pm

I'd say plan unlocked zones into progression every so often like PoFire and PoFear. The bosses of these zones should drop 1 or 2 no trade tokens 100% of the time. The tokens should key all locked zones and locked portals in prior tiers.

This is neither a bottleneck nor a give away. It is a fair way for a guild to recruit once they have paid their dues.

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Kuldiin
Posts: 304

Re: Intended change to Tokens

Post#13 » Fri Nov 19, 2010 1:34 pm

Cant tokens be locked to a guild instance?

Say for instance you join guild (A). They then give you a flag that only allows you into guild(A)s instances. If you leave and join guild (B) you then need to get a new token from guild(b) as your previous tokens are now invalid (to prevent people joining guild, getting flagged, then instantly changing to their desired guild).

Anyone who joins the server, then tokens themself up to the top tier straight away needs their head seen to. My best times on this server were progressing through all the lower tiers (even levelling), then doing Epic1.5 with 6 real people, Trak with 2 groups etc.

You wouldnt buy a book and turn straight to the last page..

BosCo
Posts: 131
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Re: Intended change to Tokens

Post#14 » Fri Nov 19, 2010 2:34 pm

I like Kuldiin idea that could stop alot of guild jumping, and guilds from start up to just get a different instance for a while before disbanding
----------------------- Officer of SHATTERED ---------------------
Bosconan * Watchtower * Canary * Khoolmonk * Luthor * Manhunter

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Shade
Posts: 177

Re: Intended change to Tokens

Post#15 » Fri Nov 19, 2010 2:57 pm

Ok here are my thoughts on the tokens.

I like the idea of the tokens, as they were, and still are a big asset to helping newer players who have joined <PROGENY> get up to speed with where we are as a guild. I understand the feeling that they have gotten out of control thus you want to change the drop rate and percent chance of droppage. Over the last 24 hrs I have kind of watched the /ooc tells and have seen many people offering to purchase tokens from mostly St with the occasional ToV or Xeg token thrown in and there was no response for a long time. One toon was offering 30k for ST token for almost 8 hrs yesterday it seemed without success.

So my question is if the market is flooded with these tokens and they are becoming out of control, then why is it that people aren't able to obtain them? I am not trying to be sarcastic, but it doesn't seem to be such a major issue so i am curious as to the need for the change because it seems the general population are not seeing something that you are and would like an explanation other than its out of control. Some examples would be helpful and appreciated to explain the need for change.

I think that because you plan on making the changes and lowering the % chances of them being dropped, is there a way to either do it where all the named mobs in say NToV have that percentage chance of dropping one, like say 5-10% and then making the Vulak have a 85-90%? At least that would still give the opportunity to obtain them but still make people have to be more involved with the zones and all they have to offer.
GRUBB MUNCHER - Leader of <PROGENY>
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Lillu
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Re: Intended change to Tokens

Post#16 » Fri Nov 19, 2010 3:19 pm

Guys, something to keep in mind. Normally there are no tokens at all, there's progression, beating boss mobs and getting flags the old fashioned way.

Now for the tokens, most probably we wont change them, we just started a discussion to see how you all feel about it.

My personal note is that getting flag for new guild members could be super easy since raid zones are instanced (minus sssra), so I really fail to see why is it so hard to put together a 2-3 ppl raid and beat Vulak/Sleeper, etc. All who posted here so far basically past t6 progression wise and can even solo these mobs. So again, I'm a bit lost.

However if all of your wish is to rather be able to trade items to flag someone than actually playing/raiding, so be it.

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Menobank
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Re: Intended change to Tokens

Post#17 » Fri Nov 19, 2010 5:50 pm

Well i like the token idea mianly b/c my guild <Primus Nocte> is starting to break into ST but its hard when the ST dragons are down or the only ones up are Kland (who is a beast and keeps us dead lol) and Sont (who we just killed for the 2nd time) Lord Yel is normaly down and Zland is normaly up as he is the easiest one. Maybe if your looking for progression ideas maybe have all dragons in WW have a 20% chance to drop one of the talismans for ST key (sont and Kland) and/or SS dragons droping Lord Yel or heck even have them drop all 4 or what ever that way those of us who are trying to break into ST and the upper zones will get more of a chance since these mobs have us bottle necked as they get now. Anyway thats just my 2cp
Menobank 70 Monk Guild Leader <Primus Nocte>
Boredorm 70 Shaman <Primus Nocte>
Irsmart 70 Warrior <Primus Nocte>
Akani 70 Cleric <Primus Nocte>
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Lillu
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Re: Intended change to Tokens

Post#18 » Fri Nov 19, 2010 6:09 pm

I understand, but you have to understand that Tokens aren't an alternative to the progression.. They are for backflagging. If guild A can't beat ST dragons, it should get more members or gear better up for the challenge as every other guild does/did.

You have a point tho, and since we'll lower token drop rate, we'll reduce ST dragon spawn time too in return to compensate. Hopfully things get back to the "intended" progression way a bit more now.

BosCo
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Re: Intended change to Tokens

Post#19 » Fri Nov 19, 2010 8:29 pm

I understand what you saying Lillu and i agree to a point.
I for one dont think a person should be able to get flagged for Xeg. when they just turn 70 and have never stepped foot into TOV ST or Fire. However when you make a new toon (of course after you yourself have flagged for what ever tier) to help your crew or guild in say Fear or VP it really is a bottle neck to not only run him to 70 gear him out then flag him the old way or wait for enough on to get a token to back flag him. So say you have 5 or 6 like this (with vp and ds many guilds making new toons or members) and say you have 5 or 6 new members that are not flagged for say ST or Air. that is a bunch of players you need to flag.
I am not against making players flag the old way with tokens only used for guilds etc. i am speaking more on a box set. If you already done TOV ST Fire and Air and decide to make a new ranger or wizard they should be the ones that get back flaggd not someone that has never done the content before. If that makes since.
----------------------- Officer of SHATTERED ---------------------
Bosconan * Watchtower * Canary * Khoolmonk * Luthor * Manhunter

windariah
Posts: 37

Re: Intended change to Tokens

Post#20 » Fri Nov 19, 2010 11:00 pm

Something kinda on topic, at least with the ST key dragons.... What I would love to see happen is a bit of randomization on the spawn timers, to make it harder for anyone, guild or otherwise to lock the spawn down. I love that you have made them a 12 hour spawn, but I would love even more to see that 12 hours +/- 2 hours or something. A little randomization makes it really hard for the mobs to be permacamped.
Calaa <Guild Leader of Bound>
Windarie ~ Caralina ~ Solitary ~ Kakia ~ Some

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