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As I understand it speaking to other players, the reason people choose Hunter3 is because high vita warriors, those with several million vita over sa san stats, can kill several enemies with overflow at once. They call this "one shotting" now, but that wasnt what the term was used to refer to for the game's first 15 years. So the core problem remains as it always was: players are averse to difficulty and seek to maximize the amount of XP gained in 15 minute cycls using the least amount of effort. This is not surprising and should be expected behavior, but the problems it reates is what you are complaining about; everyone at certain stat tiers wants to hunt in the same rooms. This obviously is not possible Your suggestion is to create instances, and while this would allow anyone who wants to to hunt in the same room, its not what your actual complaint is about. Why would a designer implement instancing for every dungeon in the game when the vast majoriy of these dungeons never get used anyway? The problem is not everyone cannot hunt the same room at the same time. The problem is the other places to hunt are less desirable. The reason they are less desirable is because 5mil+ vita warriors cannot kill 3 enemies at a time with zerk, ww and siege like they can in hunter 3. But overflow was not intended to be used this way to start with. The game doesn't have any dungeons expressly designed for characters this strong aside from the training grounds event map, which I assume has been made perm. so they wouldnt need to design new caves. But it remains that players choose to hunt in caves that have far less stat req. to enter instead of say earth3 or woodlands desert, and the reason is because they cannot kill things as fast in there. If they added a version of rage and cunning meant for sa san+ characters, it would address that issue. In a game with 200 something active players, that would probably be fine. In the game's first 5 years of existence, the game had 5,000 active players and the best place to hunt was mythic 3 caves. Some places were more desirable than others, but it worked. One of the drawbacks of instancing in MMOs is that it reduces its feel of being an actual virtual world. A lot of MMOs you lose reasons to socially interact with players when there is group finder match-making tools and instanced dungeons. Nexus still has retained its community features because it doesn't have this in it, which forces playes to need to be social and interact. While it wouldn't totally destroy opportunities to meet new players, not running into other players in a dungeon would detract from opportunities to meet, interact, assist, join parties, etc which promotes interaction. So I think the ideal change would be make it more desirable to hunt in more places. That can be most easiest addressed with new tier of rage and cunning designed for fighting such strong enemies. The other choice is implement new 4,5 and 6 tiers, as I suggested in another post. You say they dont have god layouts...but, I spent hours every day, for years of my life, doing exactly that in those dungeons. The problem isn't layouts. The problem is enemies in higher tier caves not dying as fast as they do in a cave like hunter3 when using something like overflow. I recall the spawn rates in hunter3, I spent years hunting it. Nothing has really changed in any substantial way if 4mil+ players are still choosing it over other dungeons. | |