Yeah that would be a nice tweak to the system, especially for non-endgame Wilderness Zones since you're likely to only do them once per life anyway, making unlocks pointless
I dont think its just a question of lag reduction, though. I think its also trying to even the playing field for melee vs range, as far as doing slayers. Compare to Orchard, or running down from Amber Temple in Barovia, where a ranged char can basically just run around one-shotting packs of mobs without ever breaking stride, and racking up kills way faster than a melee that has to actually run from pack to pack.
Now you'd expect that to mean they'd be able to increase mob density so that slayers are faster for everyone who's actually doing slayers - and so far we havent really seen that in SM or IoD - but the mechanic is there to allow it
Yeah, for the same reason I don't want a list of quest givers in public areas that I can teleport to instead of running to. I think it's important that there's a world that you must travel through in order to get places. Even if you give people the option of still running instead of teleporting, many new players will never do it and miss out on the world - which takes something away from ddo in my opinion.
Now, I suppose if they made sure all wilderness areas had good teleporters, and in addition to being able to use them to teleport after you've walked there once, if they added a past life feat that allowed these teleporters to be used without first running there once you've completed your first TR ( and maybe a favor unlock for those players that never intend to TR ) then I would support it more.
I used to think the same thing and then I thought why should they be enforcing the way I want it to play out over others preferences.
As I thought about it, I realized it is better to use carrots rather than sticks. Have good stories and good wilderness areas that encourage people to play through the story. Many players don't mind running to the quests if there is reward for the effort. Perhaps some kind of bonus for playing it that way (explorers and slayers provide a bit of that). If they use the stick method, there will always be exceptions (players joining late, crashes, etc) that would benefit from not locking down to an enforced model.
Players doing forced marches through wildernesses do not make them appreciate the world building. Players invis'ing and mounting up to get to the quest doesn't make the run valuable. It just irritates them. If you build it well people will come. It is harder work for the devs but I think it will pay off with happier players. Those that want stories are getting better ones. Those that want to skip and get to it are also happy.
Last edited by ahpook; 01-11-2023 at 04:03 PM.
Wow, been saying it for what seems like forever now, make it xp on each kill in wilderness areas.
At least you will get immediate gain, I think this is another reason people dislike wilderness areas. Game has enough grind, make the wilderness areas an adventure, not a quest. BTW, remove the slayer cap too, that way when you actually want to complete a slayer area and you are missing those 1-2 rares that refuse to spawn, you can still get xp on the way to them.
Seriously, what's the big deal?
Would definitely be way better if you got XP-per-kill instead of at ridiculously separated tiers.
Also teleports requiring unlocks are completely useless. I've literally never used one, because I only go out to the quest once before TR. Its just another example of the right hand not knowing what the left is doing. Like SSG design quests with no clue how players are actually playing.
If I can read the dev tracker, you can too.
I have not experienced this at all.
Love the IoD wilderness.
It's like your talking about a different place.
The monster loading in these areas annoys me a bit, but it isn't the biggest problem that I have with the new areas. Well... really just one of them. I hope Isle of Dread's music is not an indication of future expansions soundtracks. I didn't really enjoy the "Classic Iconic Overused Legendary Mythic Supernatural King Kong Lizard Fight Island of The Mysterious Copy Pasta Temple Generic Moving Picture Cinematic Movie" songs. It just felt... uninspiring after what I thought was a fun, but heroic take on sea-side music in Salt Marsh.
Dragnilar, Follow of Bahamut
Server: Khyber
Guild: ClanNotAGuild
Why have high draw distance and the ability to crossmap with handy headshots ifn the only way to engage as ranged is to be in the Monsters armpit in order to accost them? I'M SQUISHY!
But yeah, the ultimate beast in DDO remains the dreaded Lag Monster... how will we ever overcome this CRInfinite threat?
Last edited by Oxarhamar; 01-12-2023 at 12:22 AM.
I hate saltmarsh as well. The whole reasoning is stupid too, because there's plenty of wildernesses that don't behave that way and aren't laggy messes. If it were really an issue wouldn't they go back and make all those sucktastic as well? Really seems more that they just want to slow down wilderness XP.
My group only runs a few (and those've been nerfed mobsize), but there are people that run tons of epic slayers. And it seems they just don't like that. Remember when feywild came out and had a cap of 1500?
Mains - Messam, Indalecio, Mozenrath, Quackerjack.
No.
I am claiming it is a great wilderness area (my second favourite, as it happens) and that I really enjoy running around in it.
I am claiming I don't experience aggro issues riding through it to get to a quest.
Though since you ask, my experience is that most of the mobs are targetable when I get to near-melee range. Some require you to actually hit them (the large triceratops bulls, for example) while other activate well out of melee range (the griffons, for example).
That's my experience, and it seems very foreign to the hard core ranting I have seen in this thread. Lucky me, I guess.
If I can read the dev tracker, you can too.
If I can read the dev tracker, you can too.