Solution for NODROPS in level-locked dungeons
The talk about new agent-only items in 14.78 prompted this comment from a distinguished member of agent community:
Quote:
The thing that stinks the most about this? Its in that lowbie dungeon thats level locked. Why does that stink? Because those of us agent post-lvl60 can't get any.
It's nodrop, in a lvl locked dungeon, thats crap. If they make profession specific items AND NODROP the place where you them should be FFA, not level locked.
Now... the solution for this conundrum is quite, quite simple. As the level checks are already done on some present dungeons on entering/trying to enter... It wouldn't be too difficult to drop everybody who exceeds these limits to a different copy of same dungeon.
So let's say, the new Temple reportedly allows chars up to level 60 to enter it. Nice, keeps the uber ones from messing with their hunts and games. But... the ones restricted acces, these from 61-200 should be allowed to roam in another copy of the said dungeon. That way they still have the chance to aquire the NODROP items, and can compete amongst similar level ranges for these.
Comments?
Re: Solution for NODROPS in level-locked dungeons
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Originally posted by yankoo
Now... the solution for this conundrum is quite, quite simple. As the level checks are already done on some present dungeons on entering/trying to enter... It wouldn't be too difficult to drop everybody who exceeds these limits to a different copy of same dungeon.
I've been thinking along these same lines recently about even the existing non-level-locked dungeons. I remember when I went to Steps of Madness and Biomare in the early days, with teams of an appropriate level for the design of the dungeon. We had to pull, we had to use strategy and had plenty of time to soak up the overall mood of the place.
Now when someone asks me about what level is appropriate for them to try to get a Neleb's Robe, a Gamma Ejector or a T.I.M. scope, I ask them whether they want to experience the real content of the dungeons as it was intended, or whether they just want the item -- and then have to give them the caveat that even if they do want to experience the content, they might very well get to there, all psyched and ready to go, and find someone much higher level has either wiped out all of the mobs or pulled them all way out of place. (I am not faulting the higher level players for this; the problem is elsewhere.)
So what I think would be good is if you are a certain level or higher, you go to one playfield instance and below that level to another. Do the check on all the members of a team, so that if any member of the team is above the level they go into the playfield intended for higher levels. This would allow high level players to still help lower level people without messing up the experience for pure lower level groups.