How about those you CANT get conquest bonus? Like haverdasher.
Why bother? This is a very short, low level quest. What would conquest add? 200 XP? Haverdasher is run for House K favor, not XP.
How about those you CANT get conquest bonus? Like haverdasher.
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
I still don't get this. Why not tie xp to DA instead of kills?snip
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
Sarcasm? Or such a lie...Are you going to add stamina bars so we can all enjoy these awesome changes equally cuz right now
Almost pointless to play anything but a melee
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
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
A huge outlier is Sunrise -- even if you park yourself at the top of the endlessly respawning zombies ramp for 30 minutes or so, no slayer bonus.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.
Wheeee !!! And I can't see ANYONE using such a mechanism for trolling ...a: Have an XP penalty for Dungeon Alert itself.
I'm generally a soloist, but I have seen during occasional grouping that players pursue the optionals more religiously in Legendary Isle of Dread for the crafting materials.Optionals have long been ignored by the playerbase due to their general absence of reward.
Every chest in a quest should be able to drop the named loot. If optional chests don't have their own unique loot (like WPM) then maybe optionals drop it at 25% of the regular rate but something to justify the effort....
If typical optional chests contained more than just the usual vendor trash more players might make the effort. Not the zergers -- but maybe some more of the others.
Overall, this feels like such an intentional money grab, it leaves a really bad taste in my mouth.
I’ve been looking for something (hell, anything) from SSG to justify renewing my VIP when it expires. This update not only does just the opposite, it makes me want to curtail ALL my spending on this game.
Not joking when I say that the last time I felt as disgusted was the day I quit smoking cold turkey (and for good) after 30 years.
Could put chances for sentient XP and regular XP stones (same type stones we get from daily rolls) in all optional chests.Every chest in a quest should be able to drop the named loot. If optional chests they don't have their own unique loot (like WPM) then maybe optionals drop it at 25% of the regular rate but something to justify the effort.
I was wondering if it was just me, but yes it seems there is one in every group.Seriously, do you just troll every thread? You seem to hate the idea of anyone spending money or their in-game earned DDO points on things that are for a style of play you don't like and want them to be punished with higher costs.
That would work as well. It keeps us running the optionals in SaltMarsh and WPM. The mats in IoD also work as well as the FeyTwisted in Feywild. The mats in Sharn don't do much any more so it seems that basing it just on mats has limited appeal.Could put chances for sentient XP and regular XP stones (same type stones we get from daily rolls) in all optional chests.
We've had a lot of great feedback in this thread, but one thing that we haven't seen a lot of feedback on is suggestions to get players back to the XP/minute and general questing speed that was taking place prior to Update 59. We have seen a very significant increase in general speed of play since our recent lag reduction work, and as players have noticed, it's causing issues regarding game performance. Some of the goal here is to get players back to the pace they were prior to those recent changes. So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?