sounds like good incentive to roll ranger![]()
To be honest, I think the last couple of mods have demonstrated Risia is just a tool for the power gamers to get a head start on everyone when it comes to getting flagged and beating a raid. I personally don't place a helluva lotta faith in the ppl that visit Risia for an extended period of time. This will be doubly true if they are beign affected by item wear, why live server real item damage when you can run the simulation.
A good step would be to disable flagging for a raid, disable pre-raid and raid if you truly want more honest feedback, at least initially.
Furthermore, I wouldn't be surprised if the type of people who play on Risia really don't represent the "average" player in the least and would provide "tainted" feedback or data.
That being said however, maybe it's a call to arms for the "average" players to mobilize and kick arse!
What I was trying to say was that most of the damage my items take will be from deaths, which will cause me to lose the same % as if I had never taken the enhancement. So the only point in taking this line is to protect your unbound equipment through general use. General use damage is relatively rare especially if you repair after each quest. And considering that I can decide to make any item permanently damage proof, what is the point of negating 25, 50 or 75% wear?And only up to a max of 10% of max durability in damage when you die, not 90%. Unless you are dying 9 times in a Quest....
Yes, this is quite true.
But the fact remains, on average, the first time anyone does a quest, they're more likely to die.
Notice, my proposed system wasn't something that just benefited people doing it the first week after release, anyone gets a cushion the first time they're doing the quest. Heck, in my VoN3 example, the quest had been out a few weeks before I managed to get into a group for it, but we still died all over the place.
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items breaking are not going to come from just the death penalty, a weapon can easily go below 50% in one quest, especially where oozes and rust monsters are mixed in with regular mobs and you swing and hit one of those with your precious nice item. We will have to watch item wear much more now during new content or when trying out something risky. I guess I just don't want to spend so much time micro managing inventory and gear while playing. Once quests get familiar we will be dying less
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Originally Posted by MysticTheurge
Actually I disagree with this now that I think about it.Originally Posted by Hendrik
For someone who goes to cap by doing each quest once on normal/hard/elite .. that means they would take no item damage the entire way.
That is not a good idea.
Maybe if there was some way to determine if this was the first time everyone in the group had done the quest for the first time, on any character.
Last edited by GeneralDiomedes; 12-14-2007 at 12:23 PM.
Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen
That's rather nearsighted. You will now be dealing with item damage from "wear and tear" as well as death penalty (if you die a lot). If you value the enhancement now, you will surely value it MORE in the new system where you have 2 sources of item damage and the damage is unavoidable upon death.
Someone mentioned that. Currently it is impossible to get the required level 7 to enter ataraxia's haven, with only the previous explorer areas.
Waterworks, level 1-4. Total Exp - 5,757.
Cerulean Hills, level 1-4, Total Exp - 8,319.
Searing Heights, level 2-7, Total Exp - 16,414.
Tangleroot Gorge, level 2-7, Total Exp - 24,583.
Total Exp: 55,073. Required for level 4: 50,000.
Sorrowdusk Isle, level 4-11, Total Exp - 34,192.
Total Exp: 89265. Required for level 7 and Ataraxia's Haven: 200,000
Total possible from all explorer's - 676,446. 1,050,000 to level 15. 64%.
Last edited by Cheg; 12-14-2007 at 12:25 PM.
Which is the problem. Say what you like, there WILL be a significant number of times (considering number of quests done per day) that people who have equipment with 20-40% existing permanent damage will have it become worn or broken in the middle of the quest. Even if the stuff is bound (and thus repairable) it will be unusable for the rest of the quest.
It's not such a huge deal for weapons because most people carry several, but how many suits of armor do people have? how many shields? boots? gloves? trinkets? belts? What happens when a Greater False Life item becomes worn?
You may think "if you die 7 times in a quest, serves you right". And you are free to feel that.
But Turbine needs to be a little more careful. You can't design for the "average" with these types of things. You need a system that can handle the extremes, because the extremes are not going to be rare with this sample size. The actual number of times people have multiple deaths is much much more relevant that the % of times people have multiple deaths.
Quests go ugly. Multiple deaths happen. And it is not always "unjustifiable" or "using death as a tactic".
A game mechanic that makes people avoid or give up on playing the quest is bad, imo. That was part of the problem with XP debt ("don't want to play anymore tonight, I got -4000 XP already"), and it could be an even worse problem with the equipment damage ("no, not that quest -- I died 5 times last time and had to recall to repair").
Challenge is good. Frustration is bad. Admittedly, sometimes there is a very fine line there.
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If I remember correctly for mod 4 the flagging quests and the pre raid and raid were closed for most of the time it was on Risia. It was really on mod 5 that saw the advent of the practice on Risia strategy, this was compounded by how long the mod was on Risia almost 2 months if I remember correctly. Al thhe other mods were for much shorter durations like 2 weeks
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I dunno .. I think a sliding scale from elite to normal would suffice. People are making out this trailblazing stuff to be more traumatic than it really is. 'dying all over the place' isn't really that bad when everyone realizes it's a new quest
Or maybe they could determine if its your first time, account wide.
Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen
It Easy to solve..
First Normal - no dmg
First Hard - 75% reduced dmg
First hard - 50% reduced dmg
or somthing like that
and well u can always go to the quest with an exploration/binded set of equipment![]()
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