Adventure Tokens

General issues.
Ginzburg
Posts: 5

Adventure Tokens

Post#1 » Wed Feb 08, 2012 2:06 pm

I'm not generally a complainer, but I do think something should be done differently with the World Bosses, or more importantly, the adventure tokens. I have two problems with the way this is set up. Obviously everyone camps out the World Bosses because they want LDoN points, that leads to my first problem. Anyone who can kill the World Bosses doesn't need any of the crap they drop. My second problem is that I think the server has outgrown the Frequency they pop. I check them all right after the server comes back up in the morning and immediately there is someone at every spawn just waiting. And considering that most people have multiple accounts, there are probably only 3 or 4 people that are getting a shot at them. I have 2 solutions to this. One is to increase the points rewarded for LDoNs, no matter how you slice it, you are better off spending your day striking out with world bosses and possibly getting one of them then you are grinding LDoNs. So, I think that if you increase the LDoN reward of high risk missions to 250 points per mission, it might be equally attractive to try to grind them out then to chase around world bosses and most likely waste your day. The other solution I have would be to add a few world bosses or to put a few in instanced zones, if there were 3 or 4 of them that everyone could try each day that would eliminate the exclusivity and retain the exclusivity at the same time. I'm not sure what the best way to solve it is but it's definitely not working like this. The going price for a gold token is 50k, just 6 months ago it was 5k.

bishbash
Posts: 381

Re: Adventure Tokens

Post#2 » Wed Feb 08, 2012 2:47 pm

Problem is these are also used for the updated HH quest. These are very popular. The loot seems to be sold for 3-4k which is peanuts, the LDON coin drops generally suck at 50pts-100pts. I tend to give the junk away, as its no good for any of my toons.

I can solo most of them by just shouting at them in a loud voice. But I still managed to do the updated quest for 5 toons within 1 week of starting it. Its just patience/luck as to when they are up.

I would like to see the max mission/hour on the LDON changed. Used to be a nice way of lvling up/aa without clearing noob zones and pi$$ing off new players. That and the 20+max limit is what is more limiting than the points you get. Sucked to only be able to do so many/hour. Also the hard LDON have chance to drop 50ac type 1 augs which depending on your tier is awesome or just meh.

I did have complete LDON armour a long time before the tokens came out. I can tell you that earning 1k points doing ldons got booring very quickly, but there was no other way. At least you now have the choice of paying for a 1k token. 50k for 1k LDON sounds cheap. Ive seen ppl offering more than that for a xegony token, she takes me 20 minutes to go kill. Ive spent 1,000,000 in the casino and walked away with a sore click finger and 200 pts and wondered where 3 hours have gone - kinda like a real casino.

Prices change all the time. I allways see Mystickitty handing out T8 spells for free, while other people charge 200kpp for them. Xegony tokens seem to have jumped up recently, while once I was struggling to sell for 30k.

Your better off killing them if they are up, and not sweating if theyre not. Do some LDON, do some gem farming, do anything but sit at a spawn point and wait for it to pop. I only did it because I was in work so I got paid to check my screen every now and again to see if a mob popped :)

antihero
Posts: 577

Re: Adventure Tokens

Post#3 » Wed Feb 08, 2012 7:40 pm

I like the fact that the World Bosses are heavily camped. It would be no fun if they were a 2 hour respawn. The gear that drops isn't much, but there are plenty of fresh players that can use the upgrades. Oh, and 5k for a 1000 point LDON token is a bit unrealistic. I remember 20-25k per at one point though.
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Shaitan
Posts: 282

Re: Adventure Tokens

Post#4 » Fri Feb 10, 2012 12:37 pm

bishbash wrote: I allways see Mystickitty handing out T8 spells for free, while other people charge 200kpp for them.

Damn Cat! Alway messing up the game ;)

Seriously though my thoughts on this thread, beyond Mystic being a party pooper:
1. Take the tokens off the loot table for world bosses. They are great raid fights for T-0 to T-3 guilds but the tokens make them fodder for farmers that couldnt care less about their loot.
2. Bump the stats on the dropped gear. Make them no drop and class specific. Maybe a mini version of the DS gear but rare enough that it could be T-5 stats without flooding the field.
3. Seriously randomize their spawn time and or their spawn location. Make us search for the uber T3 boss mob.
4. Replace the dropped tokens with 2x 4x exp coins for running LDON's. Have them drop in all zones from T-0 to T-5 at a very low rate off trash.
Playhouse the Master of Fools
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bishbash
Posts: 381

Re: Adventure Tokens

Post#5 » Fri Feb 10, 2012 2:16 pm

Massive random timer would make it a lot better. Make it 12 hour repop +-24 hours or something equally sadistic.

Currently you kill it 5pm one day, the next day its more or less going to be up around then again, so its pretty much time-locked to that time.

Maybe try and do some crazy coding like needing so many ppl in zone to kill it or it becomes invunerable? Might stop the random uber-tank wiping it out for some junk drops, and might make ppl group up for the flag kill rather than just whack it solo and move on.

If you made items no-drop and increased stats, I think you would need to really up the level of the higher tier world boss mobs, as they are painfully easy to kill at the moment, which is about right for the loot they currently drop.

Of course, making everything they drop into NO DROP including the LDON tokens might just solve the whole thread, but would probably start another up :)

jsre
Posts: 188

Re: Adventure Tokens

Post#6 » Tue Feb 14, 2012 6:54 pm

Given the number of instanced loot dropping mobs on this server, I personally don't think it's such a bad thing to have a set of hard to catch mobs.

Jinyao
Posts: 8

Re: Adventure Tokens

Post#7 » Tue Feb 14, 2012 7:33 pm

I like the idea of a larger +/- spawn timer. Like stated earlier they basically spawn about the same time every day so its pretty easy for someone to lock them down. Adding a larger +/- would add more randomness to it, or at least maybe have them spawn at different times of the day so that people who log in at various times of the day have a shot.

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