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Post by StabbingNirvana on May 16, 2019 22:55:43 GMT -5
I don't know about you guys, but if I get into a good group I suddenly get struck with momentary memory loss about what dungeons I've done in the passed 7 days....
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Post by Southpaw on May 17, 2019 5:00:09 GMT -5
On the seven day rule, it honestly motivates me to log out for a week once I did my favorite dungeons, unless I know some sort of event is going on, or at least switch characters and do them again. It doesn’t lead me to do dungeons I don’t want to do. I don’t do dungeons I don’t like because I don’t like them.
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Post by Munroe on May 17, 2019 11:19:53 GMT -5
On the seven day rule, it honestly motivates me to log out for a week once I did my favorite dungeons, unless I know some sort of event is going on, or at least switch characters and do them again. It doesn’t lead me to do dungeons I don’t want to do. I don’t do dungeons I don’t like because I don’t like them. This right here honestly makes me think the system is working as it should. It's keeping you from monopolizing dungeons and opening them up for others to adventure in them in the time you're not using them. At least the monsters have a chance to "move back in" if you're away from a dungeon for seven days. (Though honestly I think it would take longer for most dungeons to repopulate unless they have an overlord that wasn't killed.) If all you're logging in for is to do your favorite dungeons or to hit scheduled events, it kind of seems like you're missing the point. It reminds me of those people that used to run and kill that one mini-boss at the beginning of Act 5 in Diablo II.
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Post by Southpaw on May 17, 2019 13:21:31 GMT -5
If all you're logging in for is to do your favorite dungeons or to hit scheduled events, it kind of seems like you're missing the point. It reminds me of those people that used to run and kill that one mini-boss at the beginning of Act 5 in Diablo II. The point about the dungeons is about rules vs. motivation, and was meant only to apply to how I feel about the seven day rule itself, and no other aspect of the server, and is meant to not be taken any further than that one application. But for me, motivation to do X will lead me to do X, while prohibiting me from doing Y will not lead me to do X for lack of something to do. If I'd like to do X, but the rules say I can't after a certain point, then I'll do X until that point, and then go fishing IRL. Again, that's meant to apply only to the 7 day rule itself, not any other aspect of the server, such as other things in the game to do besides running dungeons, or anything else.
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Post by ID10Tango on May 17, 2019 15:02:34 GMT -5
Have fun and RP; that's the gist of it here on FRC. I've played here a long time and mostly agree with the existing 7 day rule, and the XP changes that were made. It has been inconvenient at times, but I don't feel that loosening these rules would have the intended impact on player retention nor do I see it as a favorable change for the existing player base. Maybe there are some things I have not considered when I say this, but RP trumps character level in nearly every case except PvP. A level 1 Goodie can take down a level 20 Evil without even lifting a finger, and vice versa. If you really want to improve new player retention, I would argue that we as a community need to collectively ensure that new/newer players WANT to stick around. Talk to them about things like: 1. Join a Player Group 2. Join a Guild 3. Join in on DM Events 4. Start your own PG or Guild 5. Propose your own event to a DM 6. Start some drama with someone ...etc If players are leaving solely due to XP issues, then this isn't the server for them. Hard truth, but truth nevertheless. 😁✌️ With my previous thoughts quoted above, I gained a new perspective after speaking with a newer player. Its something that I've run into as well on my lvl 6 alt, that it seems there's a point where some of us get stuck with nowhere to go unless we find a party. Of course the dungeons inside GG are capped at lvl 5 and below, but some of us aren't yet equipped to handle anything else beyond that at level 6. I tried Goblin Fortress and got arrows up my arse, orc cave and got beaten nearly to death, Gnolls nearly ate me, even the stink beetles towards Bugbears and Beaver Pond nearly took me out. The only places I can go, once a week, are the short run through giant ants and the longer run of Kobolds. Everything else is death city. Perhaps theres a middle ground we could explore such as modifying the risk/reward for lower level dungeons to help newer characters btwn lvl 6-10, while nerfing higher level dungeons for levels 10+ to prevent ppl from grinding straight to epic. 😁✌
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Post by Deleted on May 17, 2019 15:51:01 GMT -5
With my previous thoughts quoted above, I gained a new perspective after speaking with a newer player. Its something that I've run into as well on my lvl 6 alt, that it seems there's a point where some of us get stuck with nowhere to go unless we find a party. Of course the dungeons inside GG are capped at lvl 5 and below, but some of us aren't yet equipped to handle anything else beyond that at level 6. I tried Goblin Fortress and got arrows up my arse, orc cave and got beaten nearly to death, Gnolls nearly ate me, even the stink beetles towards Bugbears and Beaver Pond nearly took me out. The only places I can go, once a week, are the short run through giant ants and the longer run of Kobolds. Everything else is death city. Perhaps theres a middle ground we could explore such as modifying the risk/reward for lower level dungeons to help newer characters btwn lvl 6-10, while nerfing higher level dungeons for levels 10+ to prevent ppl from grinding straight to epic. 😁✌
I would like to know what class is the alt. If it is a wizard, sorcerer or pure rogue, then I can see how most of the content is simply not soloable. However, the rest of the base classes have a much easier start. I also assume this new alt is nothing like ole' mighty Mobius.
Yes, the dungeons within town walls are for the levels 1-5, while everything else can be done after 5.
Dungeons like the GG orcs should be made smaller and easier perhaps , but it is not as simple as that. Part of the goal is preserving the looks and feel of some areas built years ago, and either staff or staff and players are very vocal when those things are modified in a way they do not like.
As for low level content, I'd say there is plently of it, but one has to know where it is. Some exploration is in order, be it with parties or with a "trial run" solo to gauge difficulty and challenge before exploring it fully.
For levels 6-10: (It changes as the characters grow stronger, of course)
These I consider soloable
Mushroom Cave Well + Kobolds Goblin Warrens Mysterious Lodge Skulk Cave (this is a tricky one though) Giant Ant Hive GG - VR wilderness Hobogoblins
These I consider meant for parties of level 6-10 to get the most out of them, but some could still solo
GG Orcs Ettin Cave Outpost Quest
VR Yeledren Crypt
VR Crypt under Ruined temple
Bramble Bugbears Goblin Fort Small cave with wolves
Gnolls Ruined VR tower
VR sewers Bandit Cave Mistwood (save bandits and crypt)
Small troll cave (This one might get revamped soon!)
The rest of the server becomes middle level content, then high, then epics, then high epics.
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