If this were to be the option which would be a long project to update old quests, and easy to do with newly designed quests, please spread out the mobs and make manynof them stationery so they dont group up into big groups ready to be instakilles by AOE A Bombs, this will also create the solution the devs are looking for which is crushing the speed runs while runningsoveriegn xp pots. If the casters chose to zerg by the mobs make sure the DA makes the boss completely unkillable and also lock the area down with a dimensional anchor.1) Take the effort to go through EVERY SINGLE quest in the game and make sure that conquest is achievable just by killing all the monsters on the primary route through the quest. This would probably be a very large amount of work and is almost certainly not going to be done perfectly.
Fourth step, Add a First Time Dungeon Awareness Bonus (name is questionable). This will calculate for individuals rather than the entire party.
A. Heroes kill the monsters. It's the job description. B. This would help balance quests payout. Quests with way too many mobs don't get run because they take longer. Now it is just as worthwhile to run them as lower density quests. This is quite litterally the best way to go about it.I think this would be a wrong way to go. We're supposed to be heroes, not genocidal maniacs.
Love it and well spoken, we need more of the supporters to come to the forums and soeak up so the devs hear all the voices.A. Heroes kill the monsters. It's the job description. B. This would help balance quests payout. Quests with way too many mobs don't get run because they take longer. Now it is just as worthwhile to run them as lower density quests. This is quite litterally the best way to go about it.
he more likely issue is that players will kite a large number of monsters into a single area and then eliminate them all at once. Causing a spike not only from Dungeon Alert, but from the player using AOE effects to put a strain on the effect que to eliminate them.
Not if the dungeon alert has an inpactnon how much damage can be done by AOE A Bombers, if the DC of the spell save goes down or the movs get a boost to theri saves, the mor wmobs there are the bigger the disaster it can be for the casters using this tactic.To those suggesting and to devs that may be considering moving to a lower bonus tier instead of conquest.
I still don't think it'll solve the underlying problem but in fact makes it worse.
Most players/quests don't offer an opportunity to run past mobs, build up alert, and then allow the player escapes. The more likely issue is that players will kite a large number of monsters into a single area and then eliminate them all at once. Causing a spike not only from Dungeon Alert, but from the player using AOE effects to put a strain on the effect que to eliminate them.
Any suggestion that aims at us defeating more monsters isn't going to change how and when we defeat monsters. In fact, by putting more emphasis on getting a higher total... in my opinion... will only lead to more issues not less.
Yep! We are reading, and looking at these dungeons that people are posting about.I think some dev feedback addressing all the concerns brought up here would be great.
There are some very real and legitimate issues brought up with this plan.
Typically, any optional that is on the path between the start and finish line will get hit. Anything off that path isn't worth it. I have XP pots ticking so spending more time to the side isn't worth it. I leave a path of dead mobs when I go from A to B (even green alerts are rare for me outside quests that just spike from nothing to high alert). Kill bonus XP levels are all over the place as a result. XP pots are expensive and worth more than any side reward.4> Specifics are very helpful in regards to the conquest bonus issues! Dungeons you typically play, how you play them, and what level of conquest you get, how many kills, etc. What Optional are worth while? How you make the choices you do?
-T
its not about play patterns , its just bad desinge of guest where you put a lot of mobs in every room , just make less mobs but stronger.Yep! We are reading, and looking at these dungeons that people are posting about.
So when we started looking at this we knew we'd have some "but I don't get conquest in this dungeon" problems. I eluded to this with Castle Ravenloft and the Vault of Night Dragon quests which have had their conquest thresholds adjusted in this build. We hoped these would be a few dozen outliers we could just fix.
We didn't expect not getting conquest to be presented as "really common" in general. If no conquest bonus is more of the rule than the exception this plan will not do! Us devs tend to ramble out into the optional wings when we play I guess....
Clarify a few things...
1> Our lag problems are less about fighting monsters, then running from monsters and leaving them far behind. The bottle neck is in the path system doing long paths as the player gets far away. Ergo, not wanting to be bothered with the monsters at all feeds into that.
2> As has been pointed out this plan was all stick and no carrot. We are looking at some combination of making conquest thresholds more forgiving and/or upping the conquest/onslaught/aggression bonuses a bit further as some have suggested. We also may punt until we can do more elaborate incentive systems instead.
2> We really want killing monsters to be a worth awhile activity. I understand some folks have perfected some play patterns that avoid such a thing, and we don't really want to impact your fun, but we do want the conquest option to have a certain attraction as well because so much of our systems and content do focus on combat. In a perfect world these both would be perceived as equally valid options. In our current world we feel that killing monsters has dropped a little lower in the play patterns than is probably wise.
4> Specifics are very helpful in regards to the conquest bonus issues! Dungeons you typically play, how you play them, and what level of conquest you get, how many kills, etc. What Optional are worth while? How you make the choices you do?
-T
Conquest bonus issues;Yep! We are reading, and looking at these dungeons that people are posting about.
So when we started looking at this we knew we'd have some "but I don't get conquest in this dungeon" problems. I eluded to this with Castle Ravenloft and the Vault of Night Dragon quests which have had their conquest thresholds adjusted in this build. We hoped these would be a few dozen outliers we could just fix.
We didn't expect not getting conquest to be presented as "really common" in general. If no conquest bonus is more of the rule than the exception this plan will not do! Us devs tend to ramble out into the optional wings when we play I guess....
Clarify a few things...
1> Our lag problems are less about fighting monsters, then running from monsters and leaving them far behind. The bottle neck is in the path system doing long paths as the player gets far away. Ergo, not wanting to be bothered with the monsters at all feeds into that.
2> As has been pointed out this plan was all stick and no carrot. We are looking at some combination of making conquest thresholds more forgiving and/or upping the conquest/onslaught/aggression bonuses a bit further as some have suggested. We also may punt until we can do more elaborate incentive systems instead.
2> We really want killing monsters to be a worth awhile activity. I understand some folks have perfected some play patterns that avoid such a thing, and we don't really want to impact your fun, but we do want the conquest option to have a certain attraction as well because so much of our systems and content do focus on combat. In a perfect world these both would be perceived as equally valid options. In our current world we feel that killing monsters has dropped a little lower in the play patterns than is probably wise.
4> Specifics are very helpful in regards to the conquest bonus issues! Dungeons you typically play, how you play them, and what level of conquest you get, how many kills, etc. What Optional are worth while? How you make the choices you do?
-T
Just a quick example, The Crucible which is a popular quest for big exp payouts and completely lacks aggression/onslaught/conquest bonuses so the proposed change would have just nerfed the EXP of the quest entirely.Yep! We are reading, and looking at these dungeons that people are posting about.
So when we started looking at this we knew we'd have some "but I don't get conquest in this dungeon" problems. I eluded to this with Castle Ravenloft and the Vault of Night Dragon quests which have had their conquest thresholds adjusted in this build. We hoped these would be a few dozen outliers we could just fix.
We didn't expect not getting conquest to be presented as "really common" in general. If no conquest bonus is more of the rule than the exception this plan will not do! Us devs tend to ramble out into the optional wings when we play I guess....
Clarify a few things...
1> Our lag problems are less about fighting monsters, then running from monsters and leaving them far behind. The bottle neck is in the path system doing long paths as the player gets far away. Ergo, not wanting to be bothered with the monsters at all feeds into that.
2> As has been pointed out this plan was all stick and no carrot. We are looking at some combination of making conquest thresholds more forgiving and/or upping the conquest/onslaught/aggression bonuses a bit further as some have suggested. We also may punt until we can do more elaborate incentive systems instead.
2> We really want killing monsters to be a worth awhile activity. I understand some folks have perfected some play patterns that avoid such a thing, and we don't really want to impact your fun, but we do want the conquest option to have a certain attraction as well because so much of our systems and content do focus on combat. In a perfect world these both would be perceived as equally valid options. In our current world we feel that killing monsters has dropped a little lower in the play patterns than is probably wise.
4> Specifics are very helpful in regards to the conquest bonus issues! Dungeons you typically play, how you play them, and what level of conquest you get, how many kills, etc. What Optional are worth while? How you make the choices you do?
-T