Server Round Table (Community)

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Lillu
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Re: Server Round Table (Community)

Post#81 » Wed Dec 03, 2014 8:45 pm

I think there are many good points in this thread once again. One thing I can promise, we will offer an alternative to the high-end raiding scene where players don't have to box to win. We will still support boxing but we will also encourage grouping. As other devs and myself already stated this, we would like to create an end-content where players have the ability to chose if they want to box or play solo/duo (but in group set up with other players). If one would decide to chose solo play, we want to offer a solution where they can team up, interact and play social while defeating the top tier content.

So far the best idea seems to be to create instances of the actual top tier, where we'll fine tune content to a 6 player force and enforce 1 client per IP limit to the instance. I personally love this idea.

shannix
Posts: 275

Re: Server Round Table (Community)

Post#82 » Wed Dec 03, 2014 8:55 pm

+1000

Noren
Posts: 1053

Re: Server Round Table (Community)

Post#83 » Wed Dec 03, 2014 11:33 pm

Sian wrote:if it's an item that you need to wear conradd, it means that the person who gets the kill shot has to wear it. It means that when the mob is dying, for someone who is boxing, he has to that item on ALL his toons before mob dies (and thus, probably loosing stats too, and maybe you end up missing killshot because of that). So baaaad idea to me.


The other devs may understand this differently than I do, but loot is not generated upon death but rather at the time of spawn. There are ways to, server-side, manipulate this and add loot after the fact (upon aggro, for example), but since there have been multiple posts about in this thread about increased drop rates I thought it best to clarify: kill shot doesn't matter (Vaion please confirm! heh).

Treasure chests spawned when a mob dies are a little trickier. I'll know more when I'm home from work and can really dig into it.

Niixnec
Posts: 334

Re: Server Round Table (Community)

Post#84 » Wed Dec 03, 2014 11:44 pm

For the rare loot % increase how about an instant cast debuff potion that has to be bought - can be all of the following so everyone has a way to obtain: platinum, HoH points, LDoN points. 25% increase for 10,000 HoH points, .25 or .5 mill plat, no idea on LDoNs. Have potion tiers from 50% down to 10%.

If the loot is determined at spawn could you make the potion despawn the mob and do an instant reset?

Alternative, it would require some effort but similar to the way auras? used to work in Live where you turn in no drop items for points would be pretty cool as well - give you a reason to loot that item that is no longer needed.

For the solo / group are you planning on making it like solo progression where you have to choose that path or are you thinking more of instances that just have IP lockout?

I would love to see more of the Enomuth / Drachnid hive type instances where it doesn't take hours to perform but you have a good reward. It would be even cooler to have progression instances where you receive your reward and as you progress through the levels the aug evolves.
So Tier 1 would be scaled to level 20 toons and the aug would be 40AC, 80HP as an example
Tier 2 scaled to level 30 toons, once complete would raise the aug to 45AC, 100 HP Something to that effect. I imagine it would be like the HoH aug where you can destroy and just hail someone to get the aug back.

Side Note:
Just because we box doesn't mean were not social :shock: we may just have a limited number of people we like to raid with in most situations or wanted to be able to do things on our own when the guild decides to disappear for months.

Vaion
Posts: 3712

Re: Server Round Table (Community)

Post#85 » Thu Dec 04, 2014 4:25 am

Noren wrote:
Sian wrote:if it's an item that you need to wear conradd, it means that the person who gets the kill shot has to wear it. It means that when the mob is dying, for someone who is boxing, he has to that item on ALL his toons before mob dies (and thus, probably loosing stats too, and maybe you end up missing killshot because of that). So baaaad idea to me.


The other devs may understand this differently than I do, but loot is not generated upon death but rather at the time of spawn. There are ways to, server-side, manipulate this and add loot after the fact (upon aggro, for example), but since there have been multiple posts about in this thread about increased drop rates I thought it best to clarify: kill shot doesn't matter (Vaion please confirm! heh).

Treasure chests spawned when a mob dies are a little trickier. I'll know more when I'm home from work and can really dig into it.



Yes and no :)

Typically loot is decided at the time of spawn, however when we designed global loot we added a caveat to the code that allowed us to determine loot at time of death (at least an additional loot that is). Now fast forward a few months and maybe 2-3 weeks ago I expanded the loot coding once again to allow us to completely reroll a npcs drops at time of death (right before becoming a corpse).

Now killshot does not necessarily matter since we can force reroll with increased %s but it could if we wanted it to
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Stickybuds
Posts: 883

Re: Server Round Table (Community)

Post#86 » Thu Dec 04, 2014 6:20 am

In regards to increased drop rate ideas, certainly this would be something everyone would want to get, whether it be a spell or worn2. Would it not just be simpler and easier to just bump up the rare drop rate % instead? If a spell or worn2 item were released, it would basically become a mandatory raid item.

Some of the 5% rares ive never seen, would be nice to bump them up to like 10%. They should still remain "rare" though.

Regards,
Sticky
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conradd
Posts: 381

Re: Server Round Table (Community)

Post#87 » Thu Dec 04, 2014 9:46 am

What about a potion/spell/item click effect you cast on the DEAD body of a boss and that spawns a chest with additional loot, depending on the quality/level of the potion/spell/item click effect ?

You can even add worn2 to increase the effect's power.
"Shorties will rule the world !"
[CLR] Conradd <Drachenkinder>

Nizzy
Posts: 705

Re: Server Round Table (Community)

Post#88 » Fri Dec 05, 2014 3:18 am

Lillu wrote:So far the best idea seems to be to create instances of the actual top tier, where we'll fine tune content to a 6 player force and enforce 1 client per IP limit to the instance. I personally love this idea.


I love this idea. I can just play the rogue and KS the other 5 in the group!

One problem with this, I will give a very simple example..

Blique and Tanti have the same IP address. As do a few others on the server that I know are friends/family that live/play together.
Nizzy

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Sian
Posts: 1369

Re: Server Round Table (Community)

Post#89 » Fri Dec 05, 2014 8:07 am

can also limit the instance to a 6man group, like enomouth or hivequeen. IP would be a plus, but even a 6man thing is perfect too.

Tyhanna
Posts: 68

Re: Server Round Table (Community)

Post#90 » Wed Dec 10, 2014 2:14 am

Lillu wrote:So far the best idea seems to be to create instances of the actual top tier, where we'll fine tune content to a 6 player force and enforce 1 client per IP limit to the instance. I personally love this idea.



Going by IP would limit those that live in the same house hold. Im sure there are a few couples that play, or more than 1 person in a house that plays, I can think of a few people right off the top of my head.
Tantianne <Nibelung Valesti> Forever healing Blique

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