3.0 mobs

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xadien
Posts: 390

3.0 mobs

Post#1 » Mon Mar 09, 2015 5:52 am

Would it be feasible to have the 3.0 Raid mobs drop something other than 3.0 piece? Perhaps an nice aug or distillers or hoh points or something to pass out to the folks who help down them? We are all glad and happy to help, but there's really no incentive other than speed to benefit for the person doing the quest to choose the raid version vs. solo.

Something I was thinking about tonight.
Voki
<Sanctuary>
Guild Leader

thecftbl
Posts: 24

Re: 3.0 mobs

Post#2 » Tue Mar 10, 2015 4:37 am

xadien wrote:Would it be feasible to have the 3.0 Raid mobs drop something other than 3.0 piece? Perhaps an nice aug or distillers or hoh points or something to pass out to the folks who help down them? We are all glad and happy to help, but there's really no incentive other than speed to benefit for the person doing the quest to choose the raid version vs. solo.

Something I was thinking about tonight.


Cannot agree with this more. Took out Madam Kurstiv last night and she is more insane than most HoH minis and bosses. They really should have some loot that is equivalent of their difficulty or at least some other incentive to tackle the raid level bosses.
Tetrodotoxin - Rogue (Main) / Widrewung- Beastlord / Darsanthus- Shaman /
Seerbok- Necromancer / Thaze- Cleric / Saldakar- Shadowknight / Exinop- Wizard / Keyi- Druid / Riiv- Ranger / Cenogrip- Enchanter / Baltan- Mage / Digroon- Warrior

Banai
Posts: 79

Re: 3.0 mobs

Post#3 » Tue Mar 10, 2015 6:33 am

While on the 3.0 topic, would it be possible to make the mob(s) rare spawn rather than their drops? Bishops, goblin in najena for war etc. Would change the feel of the queests alot as you would actually get happy and excited when the mob spawns, rather than being super dissapointed everytime due to him not dropping anything. Droprates would be 100% and mob spawnrate the same as the current droprate (or higher.. please higher!:P). Maybe I am alone in thinking this, but it would recapture the old epic quests feeling more imo!

Noren
Posts: 1053

Re: 3.0 mobs

Post#4 » Tue Mar 10, 2015 8:09 am

xadien wrote:Would it be feasible to have the 3.0 Raid mobs drop something other than 3.0 piece? Perhaps an nice aug or distillers or hoh points or something to pass out to the folks who help down them? We are all glad and happy to help, but there's really no incentive other than speed to benefit for the person doing the quest to choose the raid version vs. solo.

Something I was thinking about tonight.


Can't we all just help each other out of the goodness of our hearts? ;) Haha okay okay will chat with Vaion about it, as the 3.0 quest line is his brain child, but they're fine ideas.

Banai wrote:While on the 3.0 topic, would it be possible to make the mob(s) rare spawn rather than their drops? Bishops, goblin in najena for war etc. Would change the feel of the queests alot as you would actually get happy and excited when the mob spawns, rather than being super dissapointed everytime due to him not dropping anything. Droprates would be 100% and mob spawnrate the same as the current droprate (or higher.. please higher!:P). Maybe I am alone in thinking this, but it would recapture the old epic quests feeling more imo!


Honestly, I feel the same way about rare drops. I like the excitement of finally seeing the rare spawn and KNOWING that it's right there right now: if I can kill it, my wait is over. I do recognize that rare spawns have the potential to attract some ugly behavior like kill-stealing and training to get to it before others. That's a risk and something that rare drops mitigate almost completely. Again, will chat with the devs about a good course for the quest lines. Perhaps a mix of the two.

Thanks for the feedback, as always. I read everything and don't always reply, but even if we don't reply - rest assured you are heard/read.

cbarrett
Posts: 223

Re: 3.0 mobs

Post#5 » Wed Mar 11, 2015 9:36 pm

thecftbl wrote:
xadien wrote:Would it be feasible to have the 3.0 Raid mobs drop something other than 3.0 piece? Perhaps an nice aug or distillers or hoh points or something to pass out to the folks who help down them? We are all glad and happy to help, but there's really no incentive other than speed to benefit for the person doing the quest to choose the raid version vs. solo.

Something I was thinking about tonight.


Cannot agree with this more. Took out Madam Kurstiv last night and she is more insane than most HoH minis and bosses. They really should have some loot that is equivalent of their difficulty or at least some other incentive to tackle the raid level bosses.


I remember this particular scenario on live back in the day. When the new epics came out, everyone was clamoring to get the whole guild to roll out and kill some boss that was step 5 of 25 in their epic quest. It was night after night of this stuff.

As a guild leader it was hard to justify taking time out of a nights worth of raiding (getting stuff for 15+ people) to kill a mob for someone that was going to net them 1 item in a few weeks / months. The fact that these "epic mini bosses" had loot tables helped a lot.
Moruk
"Killing is my business and business is good"

thecftbl
Posts: 24

Re: 3.0 mobs

Post#6 » Thu Mar 12, 2015 1:25 pm

Noren wrote:
xadien wrote:Would it be feasible to have the 3.0 Raid mobs drop something other than 3.0 piece? Perhaps an nice aug or distillers or hoh points or something to pass out to the folks who help down them? We are all glad and happy to help, but there's really no incentive other than speed to benefit for the person doing the quest to choose the raid version vs. solo.

Something I was thinking about tonight.


Can't we all just help each other out of the goodness of our hearts? ;) Haha okay okay will chat with Vaion about it, as the 3.0 quest line is his brain child, but they're fine ideas.

Banai wrote:While on the 3.0 topic, would it be possible to make the mob(s) rare spawn rather than their drops? Bishops, goblin in najena for war etc. Would change the feel of the queests alot as you would actually get happy and excited when the mob spawns, rather than being super dissapointed everytime due to him not dropping anything. Droprates would be 100% and mob spawnrate the same as the current droprate (or higher.. please higher!:P). Maybe I am alone in thinking this, but it would recapture the old epic quests feeling more imo!


Honestly, I feel the same way about rare drops. I like the excitement of finally seeing the rare spawn and KNOWING that it's right there right now: if I can kill it, my wait is over. I do recognize that rare spawns have the potential to attract some ugly behavior like kill-stealing and training to get to it before others. That's a risk and something that rare drops mitigate almost completely. Again, will chat with the devs about a good course for the quest lines. Perhaps a mix of the two.

Thanks for the feedback, as always. I read everything and don't always reply, but even if we don't reply - rest assured you are heard/read.


It's not to say that we would look for a reward to do this for other players. It's that given the option, if you have to choose between killing 5 mobs that are fairly easy and killing one OMGZORZ mob that is comparable to the Reaper, the latter becomes kind of pointless, more of just a notch on someone's personal checklist but they don't get an achievement for (idea?). It would be entirely different if they had a nice drop even something as simple as AA potions or Distillers, that way people would be more inclined to pick said choice.
Tetrodotoxin - Rogue (Main) / Widrewung- Beastlord / Darsanthus- Shaman /
Seerbok- Necromancer / Thaze- Cleric / Saldakar- Shadowknight / Exinop- Wizard / Keyi- Druid / Riiv- Ranger / Cenogrip- Enchanter / Baltan- Mage / Digroon- Warrior

Lucent
Posts: 40

Re: 3.0 mobs

Post#7 » Wed Apr 15, 2015 12:28 pm

How about, rather than more loot (which isn't probably needed directly), when the mob dies, PC's on its hate list (with more than just tag hate to help prevent leeches) get a temporary flag. A fairie spawns. Hail the fairie and it removes the temporary flag and gives you 50 god points and maybe some AA xp. (or whatever amounts might be appropriate for the difficulty)

You could also have it drop something for the fun factor, like some more god points even, say an extra 100 point token, that the raid could roll on so someone gets lucky and jackpots a total of 150 god points for helping.

cbarrett
Posts: 223

Re: 3.0 mobs

Post#8 » Wed Apr 15, 2015 7:36 pm

Or instead of reward based you could do the opposite, and make it punishment based. When said epic mob dies, every online guild member that is not on the hate list gets death touched. :mrgreen:
Moruk
"Killing is my business and business is good"

antihero
Posts: 577

Re: 3.0 mobs

Post#9 » Wed Apr 15, 2015 8:38 pm

cbarrett wrote:Or instead of reward based you could do the opposite, and make it punishment based. When said epic mob dies, every online guild member that is not on the hate list gets death touched. :mrgreen:

Haha...I second this!
Antihero - Founder of <Dark Redemption>

Dark Redemption....Eating uber guild leftovers since 2010!

Nizzy
Posts: 705

Re: 3.0 mobs

Post#10 » Wed Apr 15, 2015 9:50 pm

cbarrett wrote:Or instead of reward based you could do the opposite, and make it punishment based. When said epic mob dies, every online guild member that is not on the hate list gets death touched. :mrgreen:



This is Vaion code we are talking about. It will be everyone in the zone no matter what guild they are in.
Nizzy

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