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Thats the most unbiased I have seen you. I am impressed. I agree with almost all of it. I would still like something more for fel with the drop rate and worth of a slither only obtainable in fel but that is a difficult task creating an item to balance both facets economy.Well here we go.
This is what I would propose if it weren't such an advantage to be strident and unreasonable and one-sided.
In no particular order.
Mirror Ilshenar, but no dungeons, no spawn save for the 3 overland champ spawn areas. The Oaks area remains Oaks, the other 2 are converted into Abyssal Infernal and Primeval Lich. Make Ilshenar 2 Fel dungeon rules.
Make the Abyssal Infernal and Primeval Lich spawns as currently constituted Trammel-only. (Putting Fel versions in Ilshenar 2 as indicated.)
Power Scrolls spawn in Trammel rules spawns but only at 105 and 110 levels (there is, if memory serves, an item that can convert those into higher-end scrolls if you can accumulate enough of them).
Add Ilshenar 2 to the list of places the Harrower can spawn. When Harrower spawns in Ilshenar 2, 1 in 10 chance it can spawn in normal Ilshenar, with identical rewards. (It might even spawn as a Paragon.)
Improve the Harrower so he's basically non-soloable. (Nothing will ever make a monster in this game literally non-soloable but you can make it difficult and unlikely.)
Remove all Harrower-specific rewards save for stat scrolls.
Instead, Harrower can drop any artifact that's available anywhere in the game, including from the library or museum contribution awards. You might get a Crystalline Ring, you might get an Evil Statue, you might get the Luna Lance, you might get a Covetous Artifact. You might get nothing. You might get something that was only available for a limited period, like a Daimyo's Helm or a Redeemer. You might get a Slither, Cincture, or Tangle.
Small chance, say 1 in 10 or 1 in 5 of something dropping but if something drops it could literally be anything.
Add small chance of getting any ML ingredient or any Imbuing ingredient to the champ loot. (So, say, Baracoon might have 3 or 4 Essences of Passion.)
Nobody has to go to Fel or has to go to Tram. It's just that you're more likely to get something more reliably in one or the other, but the requirement is removed.
Cross-shard trading will still happen because going to one or the other place is still the most-reliable way to get certain things, it's no longer the only way to.
People who don't want to go to Trammel ever can chain Harrowers and, sooner or later, after much effort and much fighting, will probably get what they want.
Or they can lose patience and trade.
-Galen's player
I could go for parts of this.Well here we go.
This is what I would propose if it weren't such an advantage to be strident and unreasonable and one-sided.
In no particular order.
Mirror Ilshenar, but no dungeons, no spawn save for the 3 overland champ spawn areas. The Oaks area remains Oaks, the other 2 are converted into Abyssal Infernal and Primeval Lich. Make Ilshenar 2 Fel dungeon rules.
Make the Abyssal Infernal and Primeval Lich spawns as currently constituted Trammel-only. (Putting Fel versions in Ilshenar 2 as indicated.)
Power Scrolls spawn in Trammel rules spawns but only at 105 and 110 levels (there is, if memory serves, an item that can convert those into higher-end scrolls if you can accumulate enough of them).
Add Ilshenar 2 to the list of places the Harrower can spawn. When Harrower spawns in Ilshenar 2, 1 in 10 chance it can spawn in normal Ilshenar, with identical rewards. (It might even spawn as a Paragon.)
Improve the Harrower so he's basically non-soloable. (Nothing will ever make a monster in this game literally non-soloable but you can make it difficult and unlikely.)
Remove all Harrower-specific rewards save for stat scrolls.
Instead, Harrower can drop any artifact that's available anywhere in the game, including from the library or museum contribution awards. You might get a Crystalline Ring, you might get an Evil Statue, you might get the Luna Lance, you might get a Covetous Artifact. You might get nothing. You might get something that was only available for a limited period, like a Daimyo's Helm or a Redeemer. You might get a Slither, Cincture, or Tangle.
Small chance, say 1 in 10 or 1 in 5 of something dropping but if something drops it could literally be anything.
Add small chance of getting any ML ingredient or any Imbuing ingredient to the champ loot. (So, say, Baracoon might have 3 or 4 Essences of Passion.)
Nobody has to go to Fel or has to go to Tram. It's just that you're more likely to get something more reliably in one or the other, but the requirement is removed.
Cross-shard trading will still happen because going to one or the other place is still the most-reliable way to get certain things, it's no longer the only way to.
People who don't want to go to Trammel ever can chain Harrowers and, sooner or later, after much effort and much fighting, will probably get what they want.
Or they can lose patience and trade.
-Galen's player
I think it would be better random. Certain conditions such as harrowers, gathering keys etc is monotonous and controlled. I think the random spawn would give many new elements such as searching, deciding weather to kill or let it simmer for more loot, etc. "Man I'm bored.. I'm going to go search for the world boss!" etc. and again, it would open up more communication within the community.I could go for parts of this.
And the world boss part is kind of cool, seems similar to the RIFT idea. I started to play RIFT but it was laggy on my shoddy equipment so i was forced to stop.
I wouldn't even say it had to be random, just under certain conditions. Whatever those conditions might be, who knows.
I'm glad though Galen, that you can be reasonable.
So I don't know if I'm reading correct so just some clarification..you're saying that a 1 in 10 chance after collecting all the skulls the harrower can actually spawn in the current illshenar..tram ruleset?Well here we go.
This is what I would propose if it weren't such an advantage to be strident and unreasonable and one-sided.
In no particular order.
Mirror Ilshenar, but no dungeons, no spawn save for the 3 overland champ spawn areas. The Oaks area remains Oaks, the other 2 are converted into Abyssal Infernal and Primeval Lich. Make Ilshenar 2 Fel dungeon rules.
Make the Abyssal Infernal and Primeval Lich spawns as currently constituted Trammel-only. (Putting Fel versions in Ilshenar 2 as indicated.)
Power Scrolls spawn in Trammel rules spawns but only at 105 and 110 levels (there is, if memory serves, an item that can convert those into higher-end scrolls if you can accumulate enough of them).
Add Ilshenar 2 to the list of places the Harrower can spawn. When Harrower spawns in Ilshenar 2, 1 in 10 chance it can spawn in normal Ilshenar, with identical rewards. (It might even spawn as a Paragon.)
Improve the Harrower so he's basically non-soloable. (Nothing will ever make a monster in this game literally non-soloable but you can make it difficult and unlikely.)
Remove all Harrower-specific rewards save for stat scrolls.
Instead, Harrower can drop any artifact that's available anywhere in the game, including from the library or museum contribution awards. You might get a Crystalline Ring, you might get an Evil Statue, you might get the Luna Lance, you might get a Covetous Artifact. You might get nothing. You might get something that was only available for a limited period, like a Daimyo's Helm or a Redeemer. You might get a Slither, Cincture, or Tangle.
Small chance, say 1 in 10 or 1 in 5 of something dropping but if something drops it could literally be anything.
Add small chance of getting any ML ingredient or any Imbuing ingredient to the champ loot. (So, say, Baracoon might have 3 or 4 Essences of Passion.)
Nobody has to go to Fel or has to go to Tram. It's just that you're more likely to get something more reliably in one or the other, but the requirement is removed.
Cross-shard trading will still happen because going to one or the other place is still the most-reliable way to get certain things, it's no longer the only way to.
People who don't want to go to Trammel ever can chain Harrowers and, sooner or later, after much effort and much fighting, will probably get what they want.
Or they can lose patience and trade.
-Galen's player
This is a terrible idea.I only have a couple of issues not so much with what this solution covers but rather what it doesnt.
I think that there does need to be more consequence for actions for both Tram and Fel. I think dying should engage a very short, and minor statloss. (Say 20% for 5 mins). Regardless if killed by Player or Monster (Both Tram and Fel).
I can't argue that there is no advantage to being "strident and unreasonable and one-sided", but I find a few flaws with the statement. I believe that the truly humble and reasonable and unbiased will see through the perceived advantages and devalue the subject material being discussed. More importantly in my view, I would never lower my morals to take advantage in such a situation.This is what I would propose if it weren't such an advantage to be strident and unreasonable and one-sided.
I too PvP just to PvP.. BUT it would be nice to have an updated goal to fight over. Some of the most epic fights have been for a purpose.I consider myself a well balanced player. I actively PvP, enjoy the occasional PvM encounter, craft, participate in events, etc... but reading comments like "PvP for the sake of PvP is dead." just perplexes me. It can't be dead, I PvP for the sake of PvP. I know others that do as well, so the statement "PvP for the sake of PvP is rare." would be more accurate. It is these kind of assumptions and misrepresentations that detract from the productive conversations we can only hope to have more often.
I wholeheartedly agree with you, my main purpose was to illustrate that assuming peoples motivations is foolish and the assumptions will often be wrong. I enjoyed reading about the event, it was worth sharing, thank you.I too PvP just to PvP.. BUT it would be nice to have an updated goal to fight over. Some of the most epic fights have been for a purpose.
When your talking about statloss from monsters are you talking about for players working a champ spawn, peerless, and the new revamped dungeons?I only have a couple of issues not so much with what this solution covers but rather what it doesnt.
I think that there does need to be more consequence for actions for both Tram and Fel. I think dying should engage a very short, and minor statloss. (Say 20% for 5 mins). Regardless if killed by Player or Monster (Both Tram and Fel).
In terms of PvP activities, specificially PKing/Spawn Raiding, there needs to be some risk for the attackers. The rampant pking which created the tram fel problem has never been addressed, and so there has never been much of a reason not to let somone else do the leg work and then steal the reward. What that risk may be, no idea.
I would also like to see the rarer ingeredentes in crafting become more available through non-combat type activities. Hell, how about maybe eliminating the special requisite materials altogether in exchange for the item being brittl/50 durability.
And, insert the OP posting here, and add some randomness.
Drop in the old Noto system so reds can work back to bing blue, but through a logical succession of tasks or requirement satisfaction.
You already have a consequence of dieing i.e.I lose my insurance money. It hurts my pocketbook. Raise the cost for insurance if you want a greater penalty for dieing...Madrid && GalenKnighthawke
Factions is ~30% for 20 minutes. I would consider 20% for 5 minutes, minor in comparison. 20 % also hasn't taken you out of the game but it has definitely reduced your effectiveness. Maybe lower it to 15%, I think 10% is too little.
Madrid
I think time is -very- valuable, but if you can find something else in game that makes death an actual consequence not an inconvenience I'd be quite happy to hear it. In PvM it probably would take you about 5 mins to find a res and get back to where you died.
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Actually that may be an interesting opportunity to buff compassion virtue to reduce that stat time.
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Right Logrus....I can just imagine this effect this would have on, say, EM events. Why bother healing the tank when, if he dies, he'll come back 20% less effective and thus that much less likely to do enough damage to be a competitor for you for the item.
Same for global event content. A disincentive to help each other is, I argue, the last thing we need.
-Galen's player
I'm very impressed sir. Level headed and thoughtful for both sides.Well here we go.
Mirror Ilshenar, but no dungeons, no spawn save for the 3 overland champ spawn areas. The Oaks area remains Oaks, the other 2 are converted into Abyssal Infernal and Primeval Lich. Make Ilshenar 2 Fel dungeon rules.
Make the Abyssal Infernal and Primeval Lich spawns as currently constituted Trammel-only. (Putting Fel versions in Ilshenar 2 as indicated.)
Power Scrolls spawn in Trammel rules spawns but only at 105 and 110 levels (there is, if memory serves, an item that can convert those into higher-end scrolls if you can accumulate enough of them).
Add Ilshenar 2 to the list of places the Harrower can spawn. When Harrower spawns in Ilshenar 2, 1 in 10 chance it can also spawn in normal Ilshenar, with identical rewards. (It might even spawn as a Paragon.) (In other words, 1 in 10 chance of spawning in 2 locations, in 2 distinct but geographically identically facets, at the same time, thus casuing immense chaos.)
Improve the Harrower so he's basically non-soloable. (Nothing will ever make a monster in this game literally non-soloable but you can make it difficult and unlikely.)
Remove all Harrower-specific rewards save for stat scrolls.
Instead, Harrower can drop any artifact that's available anywhere in the game, including from the library or museum contribution awards. You might get a Crystalline Ring, you might get an Evil Statue, you might get the Luna Lance, you might get a Covetous Artifact. You might get nothing. You might get something that was only available for a limited period, like a Daimyo's Helm or a Redeemer. You might get a Slither, Cincture, or Tangle.
Small chance, say 1 in 10 or 1 in 5 of something dropping but if something drops it could literally be anything.
Add small chance of getting any ML ingredient or any Imbuing ingredient to the champ loot. (So, say, Baracoon might have 3 or 4 Essences of Passion.)
Nobody has to go to Fel or has to go to Tram. It's just that you're more likely to get something more reliably in one or the other, but the requirement is removed.
Cross-shard trading will still happen because going to one or the other place is still the most-reliable way to get certain things, it's no longer the only way to.
People who don't want to go to Trammel ever can chain Harrowers and, sooner or later, after much effort and much fighting, will probably get what they want.
Or they can lose patience and trade.
-Galen's player