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Let me preface this by saying that everyone's suggestions so far could help fix the issues with hunting so I am not trying to diminish your opinions and appreciate the discussion. Instances are my preferred solution because it feels like the easiest path for Kru to take. Considering their recent track record of developing content, that is the most important factor in my opinion. I would instantly withdraw my suggestion if that wasn't the case, but it is what it is. Now Let's examine your Earth 3 suggestion. 6 Mil vita is enough to kill 4 (or 8 with orb) in Earth 3 with WW and Siege. That's using just sc and sleep and so goes lower once you add DH. Close enough to your 5mil+ example. That is only enough to kill 2 with Zerk, but let's come back to that later. Earth 3 is one massive main room, with many small nooks and a maze type of layout and many smaller square rooms. On paper each small room looks ideal to hunt, however they can be easily cleared by a sam rogue without even using orb, let alone a warrior using overflow. So that brings us back to the main room. This room does have a spawn that supports using all of your spells on aethers, but good luck gathering them all without downtime. More time is spent roaming the room than actually killing so that being unable to kill 4 monsters without zerk is completely irrelevant. So it isn't the fact that Earth 3 is 'difficult' that players aren't hunting there, it is that the layout completely ruins any attempt to hunt it. This goes for all of the caves in vortex that don't see any attempts at hunting. It is not the stats keeping people out, it is the layouts and spawns. Next let's consider your higher versions of Rage and Cunning. If these work as intended then your group will be forced to roam each cave from room to room and thus would only support 1 maybe 2 groups at a time, not really solving the issue. In the short term it adds a small capacity to the hunting areas, but it falls apart with any meaningful population gain. I will admit that this is just my gut feeling based on how ATG 5 plays out. As for losing the social aspect, I can agree with that in theory. But let me ask you this, let's imagine Oh San is released tomorrow. Old players flock back to take part and some current players start pushing for Oh stats. Everyone wants to try out their shiny new skills. Where are they going to hunt? New Oh San skills aren't going to suddenly make the layout in Earth 3 work, or increase the spawn in the tiny rooms and if they somehow do then everyone will be trying to hunt in these higher caves. All of the people are just going to be funneled into the same rooms regardless of what happens, and instead of being excited and rejuvenated by the release of Oh San they will be frustrated that it is impossible to find a decent place to hunt. 20 years ago gaming as a whole was in a completely different place. The focus on efficiency was not nearly as prevalent as it is today and so there was a much higher tolerance for a sub par experience. The fact is the modern gaming landscape will not allow a return to that mind set, if this game wants to see any meaningful growth, or even retain its current player base, it has to cater to current trends. I am not claiming one mind set is superior to another but again, it is what it is. | |