Wake me when HCL restarts
I will be over at SWTOR having fun
until then.
chow
Wake me when HCL restarts
I will be over at SWTOR having fun
until then.
chow
Last edited by fatherpirate; 06-22-2022 at 05:58 PM.
I think this suggestion is terrible and do not want it implemented in any form.
Sophie Cat Burglar - Creator, Dreamer, Explorer - Happy yet Sad - Seeker of Beauty and Wonder
Exotic Item Recovery Specialist. I wish you all many happy adventures!
It's not the worst suggestion ever, but it's pretty bad, particularly the second part that specifically incentivizes solo play an low difficulty underlevel.
I could see value in a persistence reward, perhaps an increasing benefit per week the HCL is open, maybe starting after week 4. The biggest problem I see is finding a metric that can't just be exploited: Time in quest? Idle or afk, use macro or script to prevent being logged out. # of quests completed? Favor and xp already do that, it just doubles the incentive there.
If it's truly for persistence, maybe something the tracks the total number of levels > 1 earned by dead characters on the account. That could be engineered to reward people who aren't completing the challenge for continuing to try.
I do not see a good way to exploit this in a way that is worth a players time.
If you log in and park a toon in the dungeon door, you still have to move
to not time out and you can not play other servers while your doing it
AND then after all of that .... you have to do this for days and days and what do you get?
a couple of 'I participated' level cosmetic items.
That you are concerned that solo players or noobs might get an 'unearned' rewards
for playing is a perfect example of why this game can not keep new players.
To be truthful, the only thing killing this game, are the players.
You are deeply and thoroughly mistaken.
I am not concerned that "newbs" and solo players might get something, be it cosmetic or mechanically valuable. I'm concerned that incentivizes a style of play that runs in direct contradiction to the goal of the hardcore server of incentivizing real group play and directly, specifically, and intentionally encourages players not to group or play any sort of support or healing. Support and healing shouldn't be so over-incentivized that players who don't like those styles feel compelled to play them in order to succeed, but pushing people away from them is an even greater mistake.
I've played ever season of HC, to varying degrees of time investment. I've never gotten a single reward. Not one.
The only reward I need, the only reward I seek, is the fun I get from playing in that added-challenge environment. I hope that an idea like this never comes to pass.
That is the reward that the OP is looking for
But really I think the OP is looking for a way to incentivize players staying past earning the existing rewards because HCL gets lonely as time goes on
Either way I agree with previous posters that it runs counter to the central idea of HCL
Number of hours/days played is more personal preference than an achievement
It is it’s own reward in fun & in loot doesn’t need anything special
Not signed
I suggest forming a static group who wants to play HCL for the full season GL
Totally exploitable pop 5 summons let them do the work at dungeon or wilderness respawn location while you pike away and get the kills
Take away the hirelings counting roll a warlock get cone and change key-bind to a locked key so I auto blast and just walk away
hit esc key and walk away as long as you want
I'd replace the choice of 'persistence' with exploitable features to earn rewards
Completely untrue no need to worry about time out or moving just enter quest and hit esc and let the clock run for days totally exploitable
I managed on my first ever HCL run to break 5k on not one but on three of my accounts in HCL 5 running over 98% solo save for a few raids that I could not complete by triple boxing.
I might have taken this idea more seriously if it was from a new player but from your forum date it is clear that you do not fall into that category at all.
I guess since you are a player you must also be part of the reason the game is dying....and if your not a player why are you here
From the looks for old forum post that cry 'wolf' scenario DDO is dying has been going on almost as long as DDO has been online
Earning something requires some form of effort I do not see any effort required at all to gain what you have proposed here at all.
fatherpirate, my previous comment in this thread was not meant as a personal attack. I believe you sincerely wish to improve DDO.
My original reply to your idea was a long essay explaining my position in detail. After rewriting it for over an hour, I deleted the whole thing and threw up my vote, without explanation. That was done to avoid ensnarement in yet another argument. However, I now feel you deserve some insight into my reasoning.
Your suggestion, while intended to create a gracious safety net for a players like me, actually acts as a cruel enticement, luring less skilled players to a place where they will very probably fail and waste their time. If the developers create new rewards for less skilled players such as myself, I would much rather they appear in Crystal Cove, Night Revels, or a fun new Quest, places where we can succeed and thrive.
In other words, your suggestion dictates where players like me receive rewards. I do not want my rewards locked up in that space. I want them elsewhere.
Sophie Cat Burglar - Creator, Dreamer, Explorer - Happy yet Sad - Seeker of Beauty and Wonder
Exotic Item Recovery Specialist. I wish you all many happy adventures!
I agree with the op and here are a few suggestions:
1-Least Dragonmark of Losing: (1,000 deaths) Scarlet L in middle forehead
2-Lesser Dragonmark of Losing: (120 hours) Bronze Participation Trophy pet
3-Greater Dragonmark of Losing: (1600 favor but less than 1700) Three cosmetic minstrels that follow you around with text over their head saying “(player name) boldly fled!”
4-spent most money without current reward: world’s biggest loser trousers cosmetic.
Last edited by spifflove; 05-14-2022 at 12:24 PM.
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I kinda like this idea -or some variation of it. Honestly some humor rewards for trying and failing would add entertainment value. My first season of HC I accrued over 16000 favor in total but never hit 5k, and always died by 19. I would call that persistence and feel I would have enjoyed something to mark the insanity of my commitment. 'You died and rerolled how many times bro? And no top rewards? You must be nuts, really love hardcore and probably have some hilarious death stories!" yes-yes and yes.
How about a nice simple cape with the text:
"I tried Hardcore Season X and all I got was this lousy cape"
It should be granted on first login to the HC server
Not be claimable before the end of the season
Only be claimable if no other rewards was reached
This is completely the wrong conclusion, and I will be kind and put it down to you being frustrated.
To be truthful... let's be factual.
DDO is a game that requires great commitment; time to learn the quests, the classes and the strategies; time to invest in improving each character through repeated past lives and gear farming. DDO can be enjoyed at a much more casual level, and the F2P option does provide a restricted access where newer players can experience the game at lower difficultly settings. But most players want to progress their characters, invest in their characters, and this does skew the game to a more min/max, elitist community. In my experience, this same community that remains generally friendly and helpful. It is not the players that are killing the game, it is the access to content, it is the game's high learning curve nature, and it is the lack of incentives and Quality of Life features.
But incentives does not mean logging onto the Hardcore server a few times and being given a reward. Incentives and prizes should always be earned. Nothing free is truly appreciated.
I have been playing recently with a new player and they have made many good remarks and criticisms, things that most have us have thought about in the past, but as the years roll by we get used to the pitfalls of DDO...
- allowing players to teleport others to a quest (this function already exists but is not implemented by default); my new guildie gets very frustrated in joining groups, not knowing all the quest locations and fastest ways there, getting there too late or right at the end,
- many of the wilderness are confusing to navigate at start (big turn off for new players)
- the horror of [repeatably] running a quest 8 times, ransacking a chest and getting nothing is very frustrating; coupled with the option to spend DDO points to reroll the chest loot with no additional drop gain; the fact that things like this are not explained clearly and require research to know
- and the list goes on
To conclude, I do not think it is the players that are "killing" the game. I do recognise however SSG could do more in adding QoL mechanics and simplifying certain aspects of this wonderful game that would make it more attractive for new and old players alike. However, giving away free prizes for players who just want to turn up in the Hardcore season without attaining the goals is certainly not one of them.
Last edited by Gnominal_Aphasia; 06-18-2022 at 09:25 AM.
Community Member
Community Member
Wait, I am a casual player and primarily a solo player. I played seasons 4 and 5 and got level 20 and 1750 favor both times and well before the end of the season. Permadeath is about managing risk, it is fine if that is not what you find entertaining but that is what hardcore is, otherwise you just play on the main servers.
I agree.
OP is asking for the worst kind of grind. I don't play other MMOs precisely because they have mechanics like this.
IMO a constructive idea for hardcore is the following:
1) disable all race selection except for warforged, for one league.
2) add in a loot mechanic (i.e., league only loot) that supports the warforged theme, e.x., docent, rune-arm, bastard sword, collar, staff, helmet---that supports the warforged theme
3) do this at the same time as a House Cannith challenge overhaul
The more intense the theming the more novel the player's experience. <3
I entirely agree that prizes just for participating are a terrible idea. The whole point of hardcore is that it is difficult and many people will simply die, and thus lose.
On the other hand - encouraging people to check it out is not necessarily bad. While it may simply be terminology, a small incentive for trying the server out feels very different to me than a "prize". Prizes should be for success not for participation.
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