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  1. #1
    Community Member Drfirewater79's Avatar
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    Default Different solution to TOD boot issue

    Rather then have people just not do TOD which is where this change is bound to take the raid, into the void that was DQ and VON raids ... when it gets annoying to prep for raids you just dont do them in DDO world.

    Here is my solution ...

    1) make the boots a favor reward as well as a craftable item ...

    2) make the ingredient crafted version of the boots bound to account.

    This elliminates 90% of the issues people have ...

    if you dont want to grind the boots ingredients then you simply grind the favor instead
    if you do the work to grind the ingredients then they are bound to account so that when that character finishes getting there items that person who grinded forever to get the boots can pass them on to the next one of his toons.

    I would however suggest that the favor version be bound to character as elite runs in theory should be easier to beat then grinding on normal and so the better version of the boots should be granted to he who does the most work for them.

    This will allow the casual player to still achieve raid flag ability and will still give the challenge seekers a worthy challenge.
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  2. #2
    Uber Completionist Lithic's Avatar
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    A more obvious pseudo-fix would be to put blood and artefacts in the end chest to wrath of the flame, as they were obviously meant to be oh so long ago (To compliment the 2 in the bauble quest). Noone ever desperately tried to trade for pure iron or keepsakes because everyone with a blue bar was farming the heck out of the bauble quest, and producing iron and keepsakes like noobs produce party wipes.

    Upping the drop rate in the 4 main quests would also help and should be much easier than anything else being suggested.
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  3. #3
    Community Member KKDragonLord's Avatar
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    Some level of grind is normal in the Flagging scene, i dont expect that changing as it serves the purpose of keeping the pre-raid quests busy.

    But changing the boots to be bound to account is a possible solution if the devs ever get to think it should come to that.
    Last edited by KKDragonLord; 01-14-2010 at 03:54 PM.

  4. #4
    Community Member lyeman's Avatar
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    Quote Originally Posted by Drfirewater79 View Post
    Rather then have people just not do TOD which is where this change is bound to take the raid, into the void that was DQ and VON raids ... when it gets annoying to prep for raids you just dont do them in DDO world.
    People do the ToD raid, now?

  5. #5
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by lyeman View Post
    People do the ToD raid, now?
    its up and good to pug at least once a night on sarlona and some guilds are doing it daily on multiple toons so .... yeah ...
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  6. #6
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by KKDragonLord View Post
    Some level of grind is normal in the Flagging scene, i dont expect that changing as it serves the purpose of keeping the pre-raid quests busy.

    But changing the boots to be bound to account is a possible solution if the devs ever get to think it should come to that.
    Oh yeah i agree some level of grind is normal that is why i think a grind two fold would be good

    its takes a pretty good party to do the missions on elite if you made it that you got the boots for favor and had to do enough favor to equal out the favor granted by doing everything in armath on elite ... rather then just the prep quests.

    but really bound to account would at least take the gind needed to a reasonable level

    even unbound would allow people to buy them in AH for stupid amounts of money like people pay for relics currently as a time save.
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  7. #7
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    Quote Originally Posted by lyeman View Post
    People do the ToD raid, now?
    of course.

    Quote Originally Posted by Drfirewater79 View Post
    its up and good to pug at least once a night on sarlona and some guilds are doing it daily on multiple toons so .... yeah ...
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  8. #8
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by Lithic View Post
    A more obvious pseudo-fix would be to put blood and artefacts in the end chest to wrath of the flame, as they were obviously meant to be oh so long ago (To compliment the 2 in the bauble quest). Noone ever desperately tried to trade for pure iron or keepsakes because everyone with a blue bar was farming the heck out of the bauble quest, and producing iron and keepsakes like noobs produce party wipes.

    Upping the drop rate in the 4 main quests would also help and should be much easier than anything else being suggested.
    I agree with that too actually

    wrath of flame is a fun quest (and its even soloable on a fighter who cannot self heal well or at least i did it twice using less then 100 pots :P )

    and at least that would make the grind for ingredients less annoying and your totally right it seems as though it should have been that way from the beginning
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  9. #9
    Community Member Bunker's Avatar
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    Default /signed again - pen running out of ink

    Quote Originally Posted by Lithic View Post
    A more obvious pseudo-fix would be to put blood and artefacts in the end chest to wrath of the flame, as they were obviously meant to be oh so long ago (To compliment the 2 in the bauble quest). Noone ever desperately tried to trade for pure iron or keepsakes because everyone with a blue bar was farming the heck out of the bauble quest, and producing iron and keepsakes like noobs produce party wipes.

    Upping the drop rate in the 4 main quests would also help and should be much easier than anything else being suggested.
    I have said tis in other threads regarding the same topic. Totally agree with this Lithic. At the very least, this would increase players completing there boots.
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  10. #10
    Community Member Largo_Kyber's Avatar
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    Another suggestion that I'd put in an another thread that got no response was to simply make the boot ingredients work like fortification.

    1 ingredient = 25% chance to stop banishment
    2 = 50%
    3 =75%
    all 4= 100%

    This way you would not NEED all 4 ingredients to get the boots and you would still have some level of protection if you roll a 1.

    Some people are going to be unlucky and still be banished (accomplishing what the devs apparently want).

  11. #11
    Community Member Kalari's Avatar
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    /signed of course

    I just wish they had released this Raid like this in the beginning then we would have known "hey instead of passing over that boot piece maybe I should keep it." What did my cleric need with them I wasnt going to be on Horoth. And even having a melee who could use the boots It didnt seem like a big priority to get them due to the fact that there were other things to do in part three till I got my sets done. Now it looks like im going to be grinding out or paying out the wazzoo to get this done and kinda sucks but I know its possible. But for casual types or those who are not in large guilds this change is gonna suck big time.

    Im down for anything that helps with the drop rates for sure.
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  12. #12
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Largo_Kyber View Post
    Another suggestion that I'd put in an another thread that got no response was to simply make the boot ingredients work like fortification.

    1 ingredient = 25% chance to stop banishment
    2 = 50%
    3 =75%
    all 4= 100%

    This way you would not NEED all 4 ingredients to get the boots and you would still have some level of protection if you roll a 1.

    Some people are going to be unlucky and still be banished (accomplishing what the devs apparently want).
    Would you feel comfortable in a group where you have 2 clerics, 1 with 1 ingredient and the other with 2?

    In effect, with the exception of some guild groups, you will still need 3, if not 4, to get in.

  13. #13
    Community Member Turial's Avatar
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    Granted this is a bit extreme, but they could change the rule so a 1 on a save vs banishment wouldn't be an auto failure. Then very well built or geared players could avoid the boot grind.
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  14. #14
    The Hatchery sirgog's Avatar
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    Another option would be to change the drop rates on each boot piece to 3%/10%/25%/50% (Casual/Normal/Hard/Elite). That would create some incentive to run the Amrath quests on elite (which pretty much noone ever does now except once for favor).
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  15. #15
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    Quote Originally Posted by sirgog View Post
    Another option would be to change the drop rates on each boot piece to 3%/10%/25%/50% (Casual/Normal/Hard/Elite). That would create some incentive to run the Amrath quests on elite (which pretty much noone ever does now except once for favor).

    This would be going outside of the norm for the drop of any named item or collectible.


    Simply change the drop accross the board..... Why over complicate it..... A person whould be able to expect that after 5-8 runs of each quests at the most that a character would be able to have collected the pieces for a set of boots. Any less and it woudl remove what Turbine NEEDS from quests, players to run them multiple times on each and every toon. But at least in most cases the grind wouldn't be so much as to discourage most players. Sure there might be and likely would be soem cases where a particular toon was unlucky, but there would also be others where a particular toons would be lucky and get them, very quikly.... This would stick it into the area of the Abbot flagging for the msot part without using the exact method. And despite what a few have said, flagging for the Abbot has never been a big part of the Abbot being very unpopular. Maybe for a few.. But not many..... Back then the players wern't as lazy.. They actually had to put in some effort to obtain nice itmes for their characters...

    My bet is that this is already where it is, when update 3 hits live....

  16. #16
    Community Member Largo_Kyber's Avatar
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    Would you feel comfortable in a group where you have 2 clerics, 1 with 1 ingredient and the other with 2?

    In effect, with the exception of some guild groups, you will still need 3, if not 4, to get in.
    Well I'd feel more comfortable than two clerics with no boots or the alternative of no one running the quest until they get all 4 or not allowed in without em. It's not a perfect solution by any means but improves the odds in our favor and I'd be willing to risk it.

  17. #17
    Community Member Murderface's Avatar
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    Default ok here is my two cents

    i dont play arcanes right off the bat i have a cleric i break out once in awhile but all my other characters and future characters are melee and to fight i have to use boots i dont know i guess i have been lucky or the drop rate has gotten worse of late(which is probably the case) , but i havent had to many boot ingredient difficulties. i lik elargos idea however these ingerdients would have to bind somehow... maybe they could be crafted in like alchemical ac dodge. say you add an ingredient to your armor/robe. make it so that you cant add anything else if you do. but then that would screw said person for haste

    if they do make this change
    they really need to remove haste ban on boots its malarky stupidest thing ever i mean why why bother putting that dumb **** on those boots

    i have another idea how about he spams banish in a small radius like he does now and then every 5 minutes he does a full banish..

  18. #18
    Community Member Hendrik's Avatar
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    Quote Originally Posted by smatt View Post
    This would be going outside of the norm for the drop of any named item or collectible.


    Simply change the drop accross the board..... Why over complicate it
    .....
    Seems like the 'easiest' way to 'fix' it. Few keystrokes for a handful of dungeons...

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  19. #19
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by Largo_Kyber View Post
    Well I'd feel more comfortable than two clerics with no boots or the alternative of no one running the quest until they get all 4 or not allowed in without em. It's not a perfect solution by any means but improves the odds in our favor and I'd be willing to risk it.
    You must be joking right?

    why would anyone risk not getting an end reward after spending so much in resources?

    Do you have a cleric?

    if i go through 150 heal scrolls getting through parts one and two and two remove curse wands and 5 mana pots ... who is gonna cover my expenses when i get banished in part 3?

    no one ... and no one is who i would party with if i didnt have boots on my cleric after this change ... items from hound are better then the rings and i get everything i need from the items already there so why would i bother going to TOD at all ... it doesnt make me a better cleric to have two rings .... it doesnt make me a better cleric to have 1 ring ... my time would be better spent in shroud crafting good items with third teir properties rather then just second tier properties.

    If there is a 2% chance of being banished on a cleric .... me as a cleric would not take that chance.


    and Personally if there was a 2% chance that the clerics would be banished .. its practically a 100% chance that when they are ... the rest of the party is gonna wipe in about 10 seconds.
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  20. #20
    Community Member Murderface's Avatar
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    Default an idea just popped into my head

    first of if fire eles cant be banished in some quests and area because of there hit die how can we
    second thought how come when extra planar monsters have deathward up they cannot be banished
    third thought how come our boots prevent haste

    ok lets try to come up with something a bit more cohesive or coherent then some of turbines ideas on what should they do

    now what im gonna do is try and think up a reason why they thought they had to do this besides the obvious, the more play hours more money they make and the more ddo store makes blah blah blah. as well as people these new people the ones that have the ears of the devs. they may have concerns that they cannot find groups to flag for tod many many many people do this in guild solo only invite friends whatever. so yeah there we go as well the quests dont get run that often since iq because people like easier lot alot better then harder loot.

    so what im thinking is lets take this all into consideration

    what i have come up with is this. people might yell bloody murder at me but oh well

    lets make it so that death ward blocks banish as well as boots but with dispells in quest during big boss fight that way every so often we get dispelled , but the boots block dispell but casters cannot wear them and cast( no spell user wants to switch on and off his boots to cast a spell. just maybe make an exception for pallys or not it makes little difference since they have the best will save of the warrior class.

    of course there is the problem of no one running those quests. im sorry to say but its far to easy to flag for this quest and never bother with running any of the flagging quests again if you do not want to. if you look it from a business stand point its rather a failure if rarely people play it or want to pug it. So what i propose is that the put in a small flagging prereq before each raid that does not have to be done like vons. what i think is have a rune or whatever you want to call it lets say gem drop in a chest with a 50/50 chance two types 1 for the 2 easier quests sins and genesis and one gem that drops in bastion and invasion there would have to be something done so people couldnt trade it or you could just make it the 2 harder quests. anyways i just think there quicker fixer upper here isnt really fluid nor do i think it will get results that they want i think it will make plat farmers more money and its times like these i feel like ddo and mmobay are partners.

    anyways hope this may shed new light on turbines boot thing. im still waiting for them to nerrf buffing up to put on umd gear so it drops on the floor whenever your boost runs out heh

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