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MAPS Not sure if this was intentional but the last rooms worked really well at making it difficult for 1 person to camp both boss rooms. Also, two large rooms was fun and allowed for a change of scenery since both rooms were roughly equivalent for hunting. Modifications for S tier: * Tusk rooms: Slightly better layouts for hunting in mind. These rooms are really good for people who don't quite 1 hit last room mobs and its really cool to have some options for these players. * Additional "side" rooms: Similar to first Red Flare event, having a couple of smaller rooms with the "buffest" mobs and no boss spawn worked really well. STORYLINE/QUEST I'm not super into the RP side of the game but I felt like the quest was the right amount of difficult to solve but also fun. Having alternative "routes" to substitute for other items was a really cool addition. The required items were perfect because it was easy enough to ultimately complete on alts, while also being difficult so players have to choose which character to complete event on first. I also liked giving some love to non-jeweling crafters! CODING I didn't notice any bugs and the mobs seemed to function really well. This felt like it was worth mentioning and props on the coding and testing! BOSS/ITEMS New items are really cool. Not too OP but definitely felt worth investing time to get them. High boss spawn rates was a good concept. If the goal was to make it difficult for one person to camp all the bosses, then it worked really well (in conjunction with maps) Modifications for S tier: **** Drops from normal mobs would have really made this event perfect. We did this during the cache key event a few years back and it really felt good for all players. It was nearly impossible to come across a boss if you chose to hunt rather than camp boss. This is my biggest request =) * Ee and below drops: It's perfectly fine to not introduce new items for every mark (afterall, these would have been glorified whisper bracelets for level 99). However, I think there should be some incentive for players to brave the lower caves. Adding some one-off event items for lower players (i.e. gemwands, luminous hands, diadem, f rings, mesh, etc.) would have really helped even out the cave crowds, since most people played cave 3-6. * More diversity for mid-rare drops. Can we bring back looted treasure/skill mods? Not sure if we're trying to move away from those but it would be cool to see these pop up again. | |