Static Dungeon Spawn Time Discussion
First, a bit of news -
Today a change was made to the Camelot static dungeon. Previously, after everyone had left Camelot dungeon (that is, no player is in the dungeon playfield), the dungeon would remain for a short period of time and then a new dungeon would be loaded from the a hard disk. This, unfortunately, has caused problems.
Firstly, there has recently been alot of arguing and conflict between players because of instances where a few players would log a character into the dungeon to stop the dungeon itself from being loaded again. This has escalated into petitions, onto the boards here, and into other mediums. This type of conflict isn't good, to say the least, and we would rather give you the game mechanics to enjoy your play time, rather than be affected by conflict because of game mechanics.
Secondly, the fact that a dungeon can be loaded in such a quick time was not our primary plan. The items that are found in these static dungeons are meant to be very special and, depending on the item itself, somewhat hard to obtain - which raises it's uniqueness and worth. The ability for players to obtain a new dungeon in fairly quick succession made the items more available than we had hoped, and the items less special.
So, with these two factors heavily in mind, we made a change to the Camelot static dungeon. The previous load time of a dungeon (time it takes for a new dungeon to load after the last player leaves it) was set at that time to save server power. The time it now takes for a new dungeon to load up is now longer - what was intended originally, and what will be better for general gameplay. Note that nothing in the dungeon has been touched, and Camelot is the only static dungeon affected.
This now brings me onto a discussion I would like to start. Regarding the availability of special items, one thing we could have done is to keep the load time of dungeons the same, but either decrease your chance of finding a special item on a MOB (that is, make the loot more random). So, essentially, if you kill Tarasque (after putting in all that effort) there is less chance of getting Tarasque's items. Another option is to decrease the spawn of MOBs inside the dungeon. These are examples.
Basically, what I am doing, is inviting you all to participate in a discussion on unique items, unique MOBs, and camping - all in light of this change to Camelot. **Is what we had before acceptable? Is this change more of a step in the right direction? (in time, making this change to all the static dungeons) Or do we need to address the randomisation of loot itself on MOBs? **Do you want eally good loot and not much randomisation, or extremely great loot and less randomisation?
We'd like to hear your thoughts, so lay it all on me. :)
You've got to be kidding me...
We wanted less downtime, less camping. You can't artificially make something valuable or worthwhile by making it harder to get to the creature that drops it. You just raise the bar for people who want that item so that they will try harder to get it, which translates to more camping, more frustration, and more problems.
You can't make something valuable by making it nodrop either, it just makes people go there themselves, or get warped there for looting, which brings more problems.
It is just as frustrating to kill Tarasque and have the looter on your team say: Nada. Over time you just hope no one is ninja-looting.
The items should be on the creature each time. If the creature has too many items, then spread them around. Tarasque drops several items of value and makes for an interesting fantasy style D&D loot-hoarding dragon. But this is AO, why am I killing dragons???
In 14.2, you intend to give Tarasque more hitpoints, and make it harder to fight (Tara will be using more nanos - AoE, DoT, and DD). Will this make the challenge more fun for us? No, it's just your way of forcing inventory control (so many edges, so many overcoats, etc.).
Enough with the artificial economy. Items that are unique/rare should be ones that players make for themselves, requiring 1k in certain tradeskills so that several people are required to make it. Then add the names of the people who helped build it to the final description of the item. That will make for some unique items. Especially if the final result depends on rare ingredients, and the QL of those ingredients. These items should be tradeable while in a resulting sealed canister, that can be opened with any lock pick, the open item should then be nodrop.
Right now, you are pushing the game more toward campfest by placing uber items on one mob in one dungeon. But we all guess that's you're way of forcing people into political zones. :rolleyes:
Give us a player economy where the players drive the value of items, not spawn rates and randomized drop rates.
In a different direction...
This idea has been around the forums for a long time:
Quote:
Originally posted by Bionitrous
I make no judgements as to the actual events other than two seperate groups wanting to have fun came into contact and the end result was a spoiled and wasted play session for one group of people.
Dungeon Key dispensers are needed to prevent crap like this. 3305 Local could have had a great guild event if not for the aftereffects intentional or not of the other guild.
Dungeon Key dispensers are needed badly. This post would not have had to happen and two guilds would have had a good time. Instead we end up with threats, hard feelings, tied up ARK/GM resources, and most importantly wasted playtime by paying customers.
Original post here:
http://forums.anarchy-online.com/sho...threadid=26916
:D
Re: Static Dungeon Spawn Time Discussion
Quote:
Originally posted by Cosmik
Secondly, the fact that a dungeon can be loaded in such a quick time was not our primary plan. The items that are found in these static dungeons are meant to be very special and, depending on the item itself, somewhat hard to obtain - which raises it's uniqueness and worth.
How can you and the rest of the people at Funcom rationalize this with your recent assertion that Funcom hates camping? Can't you see what is going on? There have been monstrous outcries against camping and you do something that is going to make it even harder to get the stuff we want?
After a couple of hundred people posted here saying that they hate camping, one of your people had the audacity to ask if we hated camping in a list of questions. 99% of the respondents said 'Yes, we hate camping'. So what do you give us? More camping!
Your customers pay to play the game and want these items. Does that mean they shouldn't have to work for them? Heck, no! Does this mean that they should be able to work for them? Yes! Your current system, made worse by this decision, makes it so that large clans can dominate spawns. Go into Steps of Madness and count the level 100+s in there camping Neleb Coat for some guildmate or guildmate's alt. If this is not what you intended, then fix it instead of making it worse!
Two steps backward for every step forward.
Scorus