BrutalThug
Soleet
Registered: Nov 2001
Location:
Posts: 246
quote:
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Originally posted by BaatouSuryanThiery
So hunt outside and don't do missions. There, problem solved for you. Asking to nerf team missions is not the answer.
As for tokens, tokens are rewards for performing a service to your company (Omni) or the clan exceptionally well. Why would they drop off mobs outside?
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Team missions should be nerfed !!!
why even have outdoor zones ? Have you travelled thru Clon**** lately ? one of my favourite zones its so cool.. same with SFH and SAV.
Remove the exp slider on the team mission terminal and lots are fixed..
actually if u have a good team (level 150+ for me) the best exp isnt in a mission.. but its rare that people wanna team up to do 2hour hunts
Well wiseguy they should drop off outdoor mobs because killing those are helping Omnitek.. OT have (at game start) announced that all mutants are a result of Clan experiments and should be wiped out.
They have tried to get people out of missions with the new dynacamps.. did some after patch and the exp werent worth it.. maybe it is now. But people seem to be locked in the NLC->BS route.. sadly including me :|
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October 6th, 2002 22:12:11
Scumbug
Supa Leet
Registered: Nov 2001
Location:
Posts: 880
outdoor hunting
I have been hunting outdoors, alone, for a week.
I am level 168. I have yet to gain a level.
That's how slow it is.
I lose most of the XP I earn to death because I cannot fight
more than 1 yellow mob at a time. There are no good hunting
spots for the soloists. All mobs are too random, too close
together, too aggro, the level ranges vary too much, are too
far from a save point, and give too little XP.
Players like me who would prefer not to live in BS missions,
or who do not want to have how much time I spend ingame
(and how long I can go AFK for) dictated by other people.
Funcom needs to realize that solosits, and players who would
prefer to explore and hunt outdoors, make up a larger perecent
of the mmorpg playerbase than they seem to realize.
In posts and articles, Funcom has expressed a severe bias
towards teamplay. Team Missions are a perfect example.
More XP. More Money. Team-mission-only Loot.
Why is Funcom so predudiced against soloists?
Why is exploring and actually hunting not a viable playstyle in AO?
(not pulling from camps in teams.. I mean wandering the world
taking on creatures you encounter 1 vs 1 and trying to avoid
those you can't take) For this to be viable, you have to be
able to expect to be able to do this for hours with some
reasonable chance of survival. There also needs to be rewards
comparable to other playstyles; that includes considering things
like risk vs reward, time vs XP, as well as money/loot.
here is what MUST be done to fix the world:
Spawning:
Greys, Yellows, and Reds should not all be
hanging out together. An occasional scary Red
that you have to watch out for is fun, but mobs
that are sure to kill you should not be as commonly
scattered about as the Yellows you are trying to hunt.
Greys can even be a problem if they are social.
A fight with one yellow mob becomes much harder
if you're going to get 3 barely-grey buddies joining in.
(and even if you survive, you're only compensated
for the 1 yellow mob) Mobs of the same type in the
same area should all be very close to the same level.
Mobs need to do more than herd together in clumps too.
I don't know if this is a problem with where they are spawning,
or that they all tend to end up in the same little area, but it's near
impossible to pull in these situations when everything is aggro.
What outdoor mobs need is some sort of a 'personal space' sphere.
Where if they are within X meters of another mob, they will
wander out of that radius. This would be a simple method
of controlling mob distribution and preventing herding/clumping.
I also think this would be easier to implement than making
massive changes to every spawn point on the planet.
Another option, that I feel would give real life to the wildlife
of the world, would be to implement a food-chain model.
This is another way of controlling the animal population.
Make some mobs occasionally aggro to other mobs.
A Gimwolf may decide to snack on a snake every 30min.
Assume the wolf can kill the snake. But if there are other
snakes in the area that see the attack, they may assist,
and kill the wolf. And maybe there are other wolves too . .
What this does is allow mobs to take control of certain areas
dynamically, so you wont have so many different mob types
standing on top of eachother all the time.
This is not as complicated to implement as it sounds,
because it is alread implemented with the Omni vs Clan NPCs.
All you have to do is implement the same 'faction' rules for Mobs.
XP:
It's taken me a week of hunting outdoors (at my level)
to earn the same amount of XP as one or two team missions.
XP is important. Soloists want to level too. Soloists have about
the same level of patience and need for advancement as groupies.
I suggest a two part fix to balance outdoor hunting XP vs team mission XP.
1) if the player is not indoors (code to detect this already)
then increase XP reward by 50% (+%XP code already there too)
2) if player is not teamed, then increase reward by 50%.
under these rules, a solo player in a solo mission would get
50% more XP per mob. and a solo player hunting in the wild
(a much riskier enviornment) would earn 100% (double)
the XP per mob.
This might sound like a lot, but it's not.
Soloing will still be slower than team missions.
But at least now it would be a viable way to play.
Soloing a yellow mob that gives me 20K XP now,
takes much longer per mob than being
in a team fighting reds (orange now) earning 40K per mob.
Even if I never died, it would still take longer to solo.
But when you solo, you die a lot.
Soloing abilites vary by profession of course,
but as an Enforcer a single yellow add is often enough to kill me.
( and I'm relatively uber )
Before anyone flames, do not react with team mission in mind.
Go try to solo in EFP or DAV for a week, see how you advance,
and then come back and tell me if double XP per mob is too much.
(in practice, it may still not be enough)
Loot:
I have no problem with some Team-mission-only loot.
But I feel there should be outdoor-only-loot too.
This is NOT the same thing as uber-camp-boss loot.
There should be somewhat desirable items that
can only be found on mobs in the wild.
This creates an economy where outdoor hunting is required.
Those who risk more and level slower have something unique
to offer the rest of the population. The fewer players that solo,
the more the market will reward their findings. If only 2% of
players hunt outside, the loot will be rarer and worth more.
If 50% of the players hunt outside, the price naturally lessens.
This creates a economic balancing effect that further encourages
different playstyles. We have all this in Team missions already,
the outdoor world deserves no less.
__________________
Scumbug
Last edited by Scumbug on October 6th, 2002 at 23:10:11