Axel: Podcast Reviewing Myth Drannor with many guests

Spook

Ghostly Troll
I think the only people complaining are those spending on store bought pots.
Not really, I rarely buy pots (or any consumables) and I would still rather port to quests. Make the wilderness rewarding and people will run it anyway. Theres no need to force people to run it when they want to run something else.
 

Positive thinking

Well-known member
Not really, I rarely buy pots (or any consumables) and I would still rather port to quests. Make the wilderness rewarding and people will run it anyway. Theres no need to force people to run it when they want to run something else.
Totally understandable, but it does make sense for SSG to ensure those that are ransacking quests in full zerg raising lag to shorten the burn on their pots might have to atleast run back and forth to a quest guaranteeing they burn a little more quickly in order to get the rewards that can be had. This is fiscally responsible and because of that i dont mind spending an extra minute running to quests knowing it is burning pots and generating more income for the game I play.
 

axel15810

Well-known member
Imo its never a good idea to force players to do something they dont want to do. Want to run quests - make it easy for them to get to quests. Want to run wilderness great let people explore as they desire. Forcing people to run wilderness to get to quests - not cool.
I personally don't see it that way. It comes down to viewpoint essentially, which varies from player to player. I don't view the runs as something the devs "force" because I've always viewed them as part of the doing the quest even if they happen before the quest entrance window. When I run up the mountain in stormhorns, or around and up the tree to get to seeds of decay, I just view it as part of doing that quest and not a waste of time and not as a separate activity. The devs should take runs into account when calculating the XP though so the xp/min is the same as quests without runs, i.e. a quest that takes 10 minutes to do but has a 2 minute run should be worth 20% more XP than a quest of the same level that takes 10 minutes and is in a public area. Someone could ultimately argue anything you don't particular like inside a quest that isn't an optional is something the devs "force" players to do. Which is why I don't think "force" is a fair way to word it, because ultimately most things in any video game could be viewed as the devs forcing players to do things. Shoot, Myth Drannor in its entirely can be viewed as totally optional, especially with it not being near as meta defining as Isle of Dread was, so it could even be argued it can be ignored entirely if a player wants and players aren't forced to do anything. So what is "forced" is really a matter of perspective.
 
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axel15810

Well-known member
Totally understandable, but it does make sense for SSG to ensure those that are ransacking quests in full zerg raising lag to shorten the burn on their pots might have to atleast run back and forth to a quest guaranteeing they burn a little more quickly in order to get the rewards that can be had. This is fiscally responsible and because of that i dont mind spending an extra minute running to quests knowing it is burning pots and generating more income for the game I play.
I don't think wanting to have players burn XP pots has anything to do with how they design wilderness areas. Wilderness areas have existed since launch, they're just part of the game. But as I said above I do think wilderness runs should be accounted for so quests with the runs have the same xp/min in total as quests without runs. In other words the quest XP received should be boosted to the level where it balances out the pot time burned doing the run.
 

Positive thinking

Well-known member
I don't think wanting to have players burn XP pots has anything to do with how they design wilderness areas. Wilderness areas have existed since launch, they're just part of the game. But as I said above I do think wilderness runs should be accounted for so quests with the runs have the same xp/min in total as quests without runs. In other words the quest XP received should be boosted to the level where it balances out the pot time burned doing the run.
Well its not just XP pots that get burned and generally this game has more xp than is needed so xp is not in short, but it is a well designed mechanic to prevent the zerging thats involved in loot running with a discovery pot or increased loot bonus pot.
 

Spook

Ghostly Troll
I personally don't see it that way. It comes down to viewpoint essentially, which varies from player to player. I don't view the runs as something the devs "force" because I've always viewed them as part of the doing the quest even if they happen before the quest entrance window.
Sorry I cant agree with this view point. Running the Wilderness is just a timesink. There is really no comparison running to a quest on normal where you just ignore everything trying to hit you vs an R10 quest. The gameplay is almost polar opposite.
 

axel15810

Well-known member
Sorry I cant agree with this view point. Running the Wilderness is just a timesink. There is really no comparison running to a quest on normal where you just ignore everything trying to hit you vs an R10 quest. The gameplay is almost polar opposite.
Well...many aspects of quests such as puzzles and platforming are in R10 quests and that's a completely different type of gameplay than fighting R10 mobs, but it's still part of doing the quest. The runs to quests are more about story/immersion/setting etc. than fighting the mobs in the wilderness as you go, even if grabbing rares and such on the way is also part of it. I get where you are coming from though.
 

TavernTails

Tuesday Trivia Host on DDOstream
While the wannabe zerger in me loves the teleporters, the 'old school pen & paper' guy loves the run through the wilderness/city. What's more D&D than wandering monsters on the way to the quest?

If there is a teleporter, I'll use it - mainly because I don't want a party waiting for me to get there - but the run out is old-school enough that I can respect it if it remains the model.
 

DilemmaEnder

Thelanis Player
"Don't Yuck My Yum!" ----- Something I heard the young'ins saying now'a'days.

There are all kinds of folks who like all kinds of different things. Nothing is ever going to make them all happy.

The best we can do is focus on the parts of things that we enjoy and try not to ruin it for anyone else when we find ourselves less than enthused.

Obviously if something is overtly offensive to you, you should cease to interact with it. But aside from that all we can do is hope that our particular brand of "Yum" is at the forefront next time.

For the record: I love traversing the wilderness with my guildies, some of which get lost and we have to double back to collect them, on our way to an adventure! It's all part of the fun.
 

Contessor

Well-known member
Totally understandable, but it does make sense for SSG to ensure those that are ransacking quests in full zerg raising lag to shorten the burn on their pots might have to atleast run back and forth to a quest guaranteeing they burn a little more quickly in order to get the rewards that can be had. This is fiscally responsible and because of that i dont mind spending an extra minute running to quests knowing it is burning pots and generating more income for the game I play.
You keep using the term fiscally responsible in a way not intended. I think what you mean to say is maximizing profits or even revenues.

Fiscally responsible is not the proper term to use to describe what you are implying as this would assume an effort to fulfill a balance between spending while achieving a goal. It is not intended to describe revenues or profits.

So in other words burning XP pots or other resources is fiscally irresponsible by the player using them, but it maximizes a revenue stream for SSG since they figured out how to “milk” the whale.
 
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Contessor

Well-known member
Well...many aspects of quests such as puzzles and platforming are in R10 quests and that's a completely different type of gameplay than fighting R10 mobs, but it's still part of doing the quest. The runs to quests are more about story/immersion/setting etc. than fighting the mobs in the wilderness as you go, even if grabbing rares and such on the way is also part of it. I get where you are coming from though.
How much value is story, immersion, setting beyond the first run through?

I believe most of us agree this part of MD is a win. But after the first run through that value is depreciated substantially and diminished further on successive runs. I would be OK with not having teleporters for the first week, then adding them later. But considering the LFM system and having a low game population, many runs start before a full party forms. This mechanic discourages IP LFMs and certainly discourages new players to the pack, or even worse, those to the game.

I respect your point of view, but the reality is that is your opinion. Others may have a different perspective. Deciding to have a port only unlock able to 3 places is not respecting both viewpoints, it is only respecting one and becomes a very one-sided argument. Having options, like RL respects either viewpoint, because now you can choose to participate in the journey to the quest or not. Or if you are new, unfamiliar, or joining an IP, you are not off-putting other party members time waiting for you to get there (or getting lost).
 

Positive thinking

Well-known member
You keep using the term fiscally responsible in a way not intended. I think what you mean to say is maximizing profits or even revenues.

Fiscally responsible is not the proper term to use to describe what you are implying as this would assume an effort to fulfill a balance between spending while achieving a goal. It is not intended to describe revenues or profits.

So in other words burning XP pots or other resources is fiscally irresponsible by the player using them, but it maximizes a revenue stream for SSG since they figured out how to “milk” the whale.
It is fiscally responsible from the perspective i look at it, they invested a certain amount of their resources to create Myth Drannor and now they are insuring that they make the appropriate amount of return, the fact that there is a presale so that they can measure how much return they need from the prepurchases leads to that conclusion, deductively of course.
 

Contessor

Well-known member
It is fiscally responsible from the perspective i look at it, they invested a certain amount of their resources to create Myth Drannor and now they are insuring that they make the appropriate amount of return, the fact that there is a presale so that they can measure how much return they need from the prepurchases leads to that conclusion, deductively of course.
So you describe raising taxes as fiscally responsible? No that is a wrong use of the term. Raising taxes is usually a result of being fiscally irresponsible.
 
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