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There's a lot of interesting discourse on hunting, I'd like to pitch in my two cents. On the topic of Hunter 3. I think the issue here is there's a trickle down effect across the best caves. The best cave for pretty much any Oh San who wants to put in effort is going to be Sa Cave. Unfortunately, Sa Cave is very limited in how many groups it can handle, basically one. Thus, we trickle down. Rhino -> Turtle -> Hunter -> Shadow until you find a cave that isn't taken. Imp is great if you're a warrior, it's better than Hunter. There are still plenty of "huntable" spots past this, Bandit, some Water rooms, alternate rooms in Shadow + Hunter.. Basically, anywhere where the spawn can outpace the killing speed. The spawn rate in Hunter 3 itself definitely isn't a problem, if anything it's indicative of what most caves "should" have as a possible hunting room. The biggest overlooked problem here is Sa Cave. Everyone probably -should- be hunting Sa cave. It's close to double the exp of Hunter 3. However, it's almost always taken. Multiple groups competing for Sa Cave cut that exp in half, right back down to Hunter 3 rates. A single mage soloing Sa Cave makes the cave unhuntable for everyone else, and there are a -lot- of mages who solo in sa cave. I'm rambling a bit, I'd like to re-direct a little. On the idea that stronger rages/cunnings would help- Short answer, maybe. At the highest stats, rogues don't even bother with cunning, it's literally useless in the highest caves. Same goes for ultra buff warriors. If you made either strong enough to actively use, that would be nice, I suppose. It wouldn't change where we hunt, it simply would make us hunt those places faster. On the idea of Mythic 4/5/6 - Again, it depends. If you make the exp/vita ratios similar to Asmodi or Event Caves? Sure people will hunt there, but that would also effectively nuke every other cave in the game out of usefulness. On the idea of Instanced Caves - I like instances. I think they work well in most every MMO, I don't see an issue with using them in Nexus. I do agree that it removes some of the "world" feeling though. That would be all right at this point though, if it kept people playing. On what I think -needs- to happen to fix hunting. -Dynamic respawns in one room per cave -Balanced exp/vita ratios across the board, with some notice to difficulty (see woodlands caves) -Either reduce the ability of mages to solo compared to other classes or bring other classes somewhat in line to the reality of orb mages. -Make Bosses in any cave more rewarding in terms of exp and drop rates. -Monsters actually strong enough to keep up with player stats. Stronger Caves keep the buff people out of lower caves where other people could be hunting. There's probably more, but this ended up an incoherent ramble. Thanks for reading anyways! <b> ~Z | |