Boss spawn timers and sewers key

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Folder
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Boss spawn timers and sewers key

Postby Folder » Sun Nov 20, 2016 4:56 pm

These appear to be fixed right now, is that correct? As in 1 or 4 hours for orange, and what 12 or 24 for red mobs? It's not necessarily fun gameplay once someone (or a guild) learns a mob's timer and then just knows to run back to that square at the right time. Have we considered varying timers to change things up a bit? Or am I wrong and this is already implemented?

I feel like it's static because I can reliably hit a number of orange mobs and then come back an hour later to see them spawned again, but if I'm wrong let me know. Red mobs are obviously a longer timer but the "meta", if you can say there's a meta in a game like this, is to camp spawns as their timer runs out.

Nothing wrong with the mobs or items, I just think a static timer gets a bit stale. It also means people are more likely to just be camping out in a town or whatever until it's time to go kill a mob.

The sewers area and the key it requires - I'm again going to suggest we work on some system to tie locked rooms to the boss behind it being alive or not. In an ideal world if that room is locked the boss should be inside it, right? If boss respawns the door locks back up. To me this makes sense lore wise and it also just fits gameplay - people aren't wasting keys and it feels like you're accomplishing something by opening up the area, and also this opens up the possibility of PK action at a lucrative boss. As it stands that's basically never happening, and that sucks.
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Re: Boss spawn timers and sewers key

Postby NiteHawk » Sun Nov 20, 2016 5:06 pm

Folder wrote:These appear to be fixed right now, is that correct? As in 1 or 4 hours for orange, and what 12 or 24 for red mobs? It's not necessarily fun gameplay once someone (or a guild) learns a mob's timer and then just knows to run back to that square at the right time. Have we considered varying timers to change things up a bit? Or am I wrong and this is already implemented?

I feel like it's static because I can reliably hit a number of orange mobs and then come back an hour later to see them spawned again, but if I'm wrong let me know. Red mobs are obviously a longer timer but the "meta", if you can say there's a meta in a game like this, is to camp spawns as their timer runs out.

Nothing wrong with the mobs or items, I just think a static timer gets a bit stale. It also means people are more likely to just be camping out in a town or whatever until it's time to go kill a mob.

The sewers area and the key it requires - I'm again going to suggest we work on some system to tie locked rooms to the boss behind it being alive or not. In an ideal world if that room is locked the boss should be inside it, right? If boss respawns the door locks back up. To me this makes sense lore wise and it also just fits gameplay - people aren't wasting keys and it feels like you're accomplishing something by opening up the area, and also this opens up the possibility of PK action at a lucrative boss. As it stands that's basically never happening, and that sucks.


I agree with locked rooms vs the mob being spawned or not generally. That's just me though, Some people disagree with it..

The time isn't set and can be set to whatever though. It's a min/max thing for those monsters. It only occurs once the mob dies. The random timer could be higher then it is now though. It might be a variation of 30min for hour mobs.

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Re: Boss spawn timers and sewers key

Postby daedroth » Mon Nov 21, 2016 5:21 am

Edited!

Whether a door stays open or not depends on perspective and could be location/boss based. With the Ring Leader one for example, if you take his vacancy (respawn time) to be him just out and about doing his thing, then yes, door should be locked.

If you look on it based on the perspective he has just been killed (which may be more correct) and now it will take some time (respawn time again) for a replacement to take over (or rise up through the ranks) because a random group of psychopaths, I mean adventurers, have just kill the old one, then the door should be left open until the replacement arrives. Although why he would go to a place where so many of his kin have been slaughtered is anyone's guess (the place is cursed! everyone who takes up residence is killed by groups of bloodthirsty adventurers!). Good campsite story material for the bad guys there.

Or maybe it would be locked anyway until the replacement arrives, because it is their base of operations?... ack I've got a head ache now.

I guess it goes down to the builders of the area to decide which is most appropriate outlook based on the idea they had for the area.

Spawn random timer - totally agree.
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Re: Boss spawn timers and sewers key

Postby Folder » Sat Dec 03, 2016 12:42 am

Bumping this because Dreadlands.

First off thanks for new areas you guys, they are very much appreciated! I do like this area and I wanted to voice some concerns only to possibly improve it or future areas. Please take feedback this all as constructive :).

-It's small but that's ok at this point in the game - eventually bigger areas (more traps and puzzles please) would be great but I know it's being worked on. No problem there.
-I assume drops from normal mobs are akin to GY drop rates, which is fine. It can take a while to find something but the items are there. Again fine with this.
-We have 5 minibosses, 5 red bosses and 1 big boss. The bosses themselves are fine, but...

-The key system. This is my main concern with the area.
I don't want to spoil it for people who may want to figure it out on their own but I would like to say that keys which expire are very frustrating. The key drops are not exactly common, and then they expire after a time? That's...not fun. The very long quest is tedious, but I find it acceptable at the end of the day as it only needs to be done once. Quest itself being acceptable, but the new item you get also has an expiration. So now that you've spent many, MANY hours trying to get everything you need to open the door what happens? Well, you go in and use your key and the boss isn't even there. That's incredibly not fun. It feels like a massive time waste.

I'm fine with long boss spawns, in fact I think that's a good thing. I do not however think that the current approach is good. Started with the ringleader and I still say that's no fun, but now this area is just excessive imo. To spend all that time and effort getting items to open a door that has nothing behind it? It's discouraging. I want to try again but it means a HUGE time commitment with the possibility of zero rewards. Let's not forget that even if all the above happens and the boss is there it still might not even drop anything. I've killed ringleader 3 times with no drops. That is OK by itself, but that on top of the keys being a huge chore to get makes it all rather tedious.

I would like to again propose a system where, if we have massive key requirements like dreadlands (or keys on raiders that have a very low drop rate), that a locked door = a boss that is alive.

Last thing - the current key design of dreadlands means that to successfully obtain keys guilds will simply resort to camping boss spawn all day. It's not exciting gameplay to be honest. Make us do work to get a key, that's great. Please don't make us do that same work every time we want to open the door. The old Valest area was a fine example of an area that required a lot of effort initially, but then rewarded you with quick boss access. Wasn't perfect, but it would have felt a lot worse if you had to do that whole key fetch every time.

I love running these areas and killing bosses, it's the most fun I have ingame. I don't expect to be rewarded every single time, but currently it feels far too time consuming and rng dependent just to even see a boss alive much less get loot from it.


Ok again thanks guys, had a very enjoyable time the last week or so that dreads has been out. I've opened the boss door 3 times, seen the boss once. He's cool and I want to see him again but I'm...dreading....the idea of gathering more keys. Lol puns.
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Re: Boss spawn timers and sewers key

Postby killa » Sat Dec 03, 2016 2:51 am

don't make me...

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Re: Boss spawn timers and sewers key

Postby NiteHawk » Sat Dec 03, 2016 5:35 am

-The key system. This is my main concern with the area.
I don't want to spoil it for people who may want to figure it out on their own but I would like to say that keys which expire are very frustrating. The key drops are not exactly common, and then they expire after a time? That's...not fun. The very long quest is tedious, but I find it acceptable at the end of the day as it only needs to be done once. Quest itself being acceptable, but the new item you get also has an expiration. So now that you've spent many, MANY hours trying to get everything you need to open the door what happens? Well, you go in and use your key and the boss isn't even there. That's incredibly not fun. It feels like a massive time waste.


We don't want people whoring keys anymore. In RoK I feel it was a problem. For stuff like this however the time could probably be increased to a decent amount of time before expiring, though in general OAD keys that were like ROK was (I.E. get a key from a mob somewhere that starts an OAD) will generally have a day or so expire timer to ensure prevention of someone running the same quest over. Most other oads should be like this or something similar anyways rather then grinding for key parts I assume.

I honestly agree about what you said there. The door either should say open, or when the NPC dies it should lock reentry (like the Ringleader area when you kill it for the first 5minutes). I understand why Lat wanted the ringleader area to be as it is since keys are pretty easy to get for that one, but I don't really understand it for this OAD. It's something I think he needs to look into.

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Re: Boss spawn timers and sewers key

Postby Folder » Sat Dec 03, 2016 10:13 am

I can understand the key whoring thing. An adjustment to how the lock works would go a long ways towards solving the whole issue. If boss is there then door is locked. If door is opened then it stays open until he spawns again. If he isn't killed it just stays open. Not sure that can be done or how reset will affect it. You could change ringleader to this as well and add an expiration to those keys if that's how you want the whole system to work.

Someone who has gotten to that point of having the last key in dreads has already put in a lot of effort to get there, why do we punish them by letting them waste it? Put the RNG on boss drops or how long the spawn timer is, please don't layer on the RNG in every step of the process.

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Re: Boss spawn timers and sewers key

Postby Ivor » Sat Dec 03, 2016 10:45 am

I agree with Folder 100% . I dont even bother checking the ringleader anymore after using like 20 keys and he s never there.
If we ever have a poll on this,i vote for traditional oad running with standar keys, standar drops , locked/open doors.
Im positive that you all have the tools and experience to made solid and fair to everyone oad projects that are rewarding and not dissapointing. Like Foldy said, i dont mind the hourlys, but when it comes to o a d s = one time a day and involves time, keys, riddles, ingredients or whatever else you can put in mind to make the run awesome and challenging, i d prefer it with clean and standard rewards, my opinion.
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Re: Boss spawn timers and sewers key

Postby Lateralus » Sat Dec 03, 2016 2:18 pm

Folder wrote:I can understand the key whoring thing. An adjustment to how the lock works would go a long ways towards solving the whole issue. If boss is there then door is locked. If door is opened then it stays open until he spawns again. If he isn't killed it just stays open. Not sure that can be done or how reset will affect it. You could change ringleader to this as well and add an expiration to those keys if that's how you want the whole system to work.

Someone who has gotten to that point of having the last key in dreads has already put in a lot of effort to get there, why do we punish them by letting them waste it? Put the RNG on boss drops or how long the spawn timer is, please don't layer on the RNG in every step of the process.

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Keys as of tomorrow will now last a tad longer so you have more time to collect all of them. also keep in mind if the door is locked it means the boss has not been killed that day. Just because its not there means it might not have spawned yet... This is an oad area the keys and bosses to it spawn once a day. While they have a spawn range it will not always be the same time. Rumor is there are people that have completed the boss without even having to use keys to open it.

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Re: Boss spawn timers and sewers key

Postby NiteHawk » Sat Dec 03, 2016 2:40 pm

Ivor wrote:I agree with Folder 100% . I dont even bother checking the ringleader anymore after using like 20 keys and he s never there.
If we ever have a poll on this,i vote for traditional oad running with standar keys, standar drops , locked/open doors.
Im positive that you all have the tools and experience to made solid and fair to everyone oad projects that are rewarding and not dissapointing. Like Foldy said, i dont mind the hourlys, but when it comes to o a d s = one time a day and involves time, keys, riddles, ingredients or whatever else you can put in mind to make the run awesome and challenging, i d prefer it with clean and standard rewards, my opinion.


There will be a few oads like this but they are in the works right now for the keys.


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