Neilfladech
Well-known member
This is a great suggestion.The decision to zerg through red alert vs kill everything is a simple calculation. Raise the xp bonus for conquest and it changes the calculation.
This is a great suggestion.The decision to zerg through red alert vs kill everything is a simple calculation. Raise the xp bonus for conquest and it changes the calculation.
If you are already killing the enemies that aggro onto you in 1 shot, how are you getting constantly active dungeon alert?Time to organize a red alert party where we get as many players as we can in as many instances as we can at the same time and see who can hold the most mobs the longest.
Seriously though - removing the only fun part about the game? blitzing through quests because your mobs are 1 shot and there is literally NO reward for going slower? How about you find ways to encourage people to go through the game the way you'd rather instead of penalizing those of us that play it our way.
Because it still takes longer to hit them then to run past. I think it's important as people have said earlier that there are xpbuffs and various other things on timers. Encouraging the players to speed run to get value for the money spent. There is also not a lot of benefit to getting kills/breaking things.If you are already killing the enemies that aggro onto you in 1 shot, how are you getting constantly active dungeon alert?
If introduced simultaneously, SSG could revamp the typical way of awarding optional XP and implement a system where it adds a percentage increase to RXP. That might incentivize "at cap" RXP farmers to slow down a bit too!The decision to zerg through red alert vs kill everything is a simple calculation. Raise the xp bonus for conquest and it changes the calculation.
It seems like they just want to punish players for playing the game they setup. Rxp only from completion, timers on potions and some quest being really simple and straightforward. This is the game dev team telling the playersDungeon Alert has been nothing but a thorn in the game’s side since it was implemented.
This is a simple 2 Step Solution:Incentives is also something we're exploring atm, I would like there to be a stronger motive for people to want to thin down the minions besides "the dungeon master gets upset if you dont".
This^ + this:
Years ago on the suggestions forum I remember discussing "Soul-locked" or "Life-sealed" Doors such that certain doors would only unlock once enough mobs in the area had been slain. This concept could work if there were a counter showing how many or how many more mobs slain were necessary to progress.
I like #1 a lot in principle, but unless the number per pot is quite high, that risks incentivising a different but still too-narrow range of quests. I fear the number of quest completions to make it work might be too high for SSG's bank balance. But I do like the principle.This is a simple 2 Step Solution:
#1 and most important: Please, please, please convert all current XP pots into "per quest completion" and not timed. You have no idea how much positive change this one simple change can make. (i.e. more support for new players due to less zerging, less lag, more groups on the LFM)
#2 +25% XP bonus for no dungeon alerts. Bump up the XP bonus for kills.
What if...People are never going to stop zerging. They don't zerg just cuz "potion ticking" they zerg because if you don't, then the PL grind will take 90 years of your actual literal life.
That's exactly the thing I want us to be mindful of. Generally speaking DDO encounters aren't always about how many minions you can clear which is what makes it special and fun and D&D-like. I don't want that aspect to change, so our approach has to still feel right by that.Just don't turn DDO into a game of thinning down minions too much, I'd play Path of Exile if that was what I enjoyed. DDO is great because the goal of a quest is to meet the quest objective; the monsters only try to prevent the players from doing that and killing all monsters is not a goal in itself. That truly is what makes the game good compared to others.