Latest "Treasures of" Event that started today (on Origin)
@Kyronix - I had a few questions about the event that started today and was hoping you could shed some light (please and thank you!).
1. Will each shard all get the same "Treasures of" event (ie Orcish Kin this go round) when they are released or is that to the discretion of the EM (like Origin might have "of Orcish Kin" but Pacific might get "of ghoulish soul")?
2. The drops and rewards are currently "shard bound"; is that going to be the plan for these "treasures of" events or is that just for now while things are being tested on Origin (and would be removed once an event is live everywhere)?
3. There are only 3 rewards right now to use the turn in points for (assume this will vary each event) and one of them is a "lucky mask". Is there anyway that for future events we could have the lucky items be exceptional (so we get extra property weight) and possibly have 150 luck so it could be worked into a functional suit rather than just for show?
4. Will the respawn rate (and speed & amount) change based on event area population or is it a fixed thing? The only reason I mention this is because while the speed is perfect on Origin; there is also only about 4-5 people there at any given time that I've seen so I could see if there were like 20 people in the dungeon it might be challenging for some players to kill spawn in a timely manner.
Other than those questions, everything else seems to be running very smooth. I like the potential of the dynamic system to give us these types of events more frequently!
Thanks for any feedback you can provide.
1. Will each shard all get the same "Treasures of" event (ie Orcish Kin this go round) when they are released or is that to the discretion of the EM (like Origin might have "of Orcish Kin" but Pacific might get "of ghoulish soul")?
2. The drops and rewards are currently "shard bound"; is that going to be the plan for these "treasures of" events or is that just for now while things are being tested on Origin (and would be removed once an event is live everywhere)?
3. There are only 3 rewards right now to use the turn in points for (assume this will vary each event) and one of them is a "lucky mask". Is there anyway that for future events we could have the lucky items be exceptional (so we get extra property weight) and possibly have 150 luck so it could be worked into a functional suit rather than just for show?
4. Will the respawn rate (and speed & amount) change based on event area population or is it a fixed thing? The only reason I mention this is because while the speed is perfect on Origin; there is also only about 4-5 people there at any given time that I've seen so I could see if there were like 20 people in the dungeon it might be challenging for some players to kill spawn in a timely manner.
Other than those questions, everything else seems to be running very smooth. I like the potential of the dynamic system to give us these types of events more frequently!
Thanks for any feedback you can provide.
Comments
1. No, this is a soft launch in preparation for our wide scale release of this new feature. We will be soft launching on additional shards in the next phase, but not to all shards. As I've mentioned before we rebuilt the way we implement these events, which has required us to reconfigure our normal testing and feedback pipeline.
These soft launches are helping us do that. This, and other Treasures events will be designed and implemented by the Dev Team, not the EM Team. The tools EMs (as well as us) have access to are one-off boss fights (traditional EM boss fights) and the new Champ Spawn tool. Whether Treasures events may one day be designed/implemented by EMs could happen but in the immediate term we have no plans for that specifically.
2. Yes, we plan on the minor artifacts and the redeemable rewards being shard bound for all Treasures events.
3. These rewards are only a small way of saying "thank you" for helping us test during soft launch. Game wide treasures events will have rewards that you're most used to seeing in previous treasures events. We are also building in a "feedback" period for these events as part of our deployment plan worldwide. So expect better loot (and new stuff) in widescale Treasures events.
4. The spawn rate is fixed right now, As we scale up to different populations we'll evaluate it. We do have the ability to dynamically adjust this as well should we need to.
I know it's a little murky right now as we work through ramping up these new tools, but it's going to dramatically change the way we implement content allowing us to do more globals more often while still being able to focus on our larger goals.
Thanks for the feedback!
Again, i think you fully understood the question. But, I will ask again. With these new tools, are we just going to get flooded with ToT type of events and EM champ spawns that happen twice a month or will we see regular NEW content? Thanks.
The new tools have revamped the engine by which we can deliver various types of content. Previously we would have to implement these systems, one by one, every time we wanted to introduce a new version.
We released a fall event road map in our most recent newsletter. Those events, implemented with our new dynamic tools (and a new dynamic quest system that we are still working on) will allow us to concentrate on larger scale projects, new tameables, new deco, and new craftables. Many of the things you mention.
I can say pretty certainly we aren't keen to add any new lands above the current facets we already have. Dungeon revamps like we've done, probably not either since they often are met with a mixed welcome.
I also want to point out that EM content that utilizes the new tools is just that - EM conent. It has no bearing on Dev Team designed & implemented persistent global content. All of our fall event road map fall into that category.
for
Treasure Hunters
Someone has suggested maybe because my Cu's have chivalry, holy light is causing this to happen? But why would they attack other party members? Maybe this is it, and not other players.
Speaking of revamped dungeons, are there any plans to revamp the rest of the doom artifacts?
so the rewards won't disappear when that time runs out?
1) The prevention of leech life on the paragons is by design (I'd assume) which still will allow a Sampire to have a chance to solo a paragon but the issue I had when I went to Fel was 3-4 paragons all in the same area (brute/chopper/bomber/mage) and there was nobody there to help... fighting all 4 at once was almost impossible (died several times before I could successfully lure each away) and we are only talking orcs at this point. In future events if the paragon is a different spawn and is like a greater dragon (and dragon/drake) or balron (and demons) where it would be much tougher than the orcs would there be some consideration in allowing leech life (maybe reduced) to those certain mobs?
2) It appeared to me from testing the drops in Fel that the rate was pretty much the same as Tram; can you confirm that? If it is the same, I'm wondering if Fel should get a bump since it's more risky (much like Fel has the 1k luck bonus). Not only from a PK perspective but also since there is no way to run through all the mobs due to the stam loss from pushing things out of the way; if you get surrounded (especially with a couple paragons) there is a greater chance you will die. This would be compounded if the event is deep in a dungeon too (like level 3 of Deceit) where you can't recall in.
Everything else looks pretty good (both Tram & Fel) though from everything I've tested. The only other thing I'd ask for in the future is some cool hues to the armor like some shades of neon (or pure black/coal black) to make my mannequin sets stand out!
Thanks.
1 - We are pretty firm against the paragons allowing leech ability. One of the biggest complaints we get about these types of events is people being to park their characters in the middle of the spawn without "actively" participating. This is part of encouraging "active" gameply.
2 - The drops are the same in Fel/Tram. We don't have any plans to incentivize one way or the other.
Thanks for all your feedback and questions - been very helpful!!
Its about time these shard shield were given an anchor to drag.
Regardless how low the population of players on some Shards might be, they still have their needs for items there and, if most items are then taken to Atlantic, they end up not being able to find what they need on those lower populated Shards....
So, Shard bound items serve a purpose, and an important one, to my opinion, to make sure that the players on those lowly populated Shards can indeed find the items they need.
I am not saying that "all" items should be tagged Shard bound, what I am saying is that ALL items that drop ion a Shard should have a "chance" to get tagged as Shard Bound and this chance should be like 70% or 80%....
Which it means, that out of 10 Powerscrolls, Tangles, Crimsons, whatever spawning on a given Shard, 7 or 8 out of them should be tagged as "Shard Bound" and only 2 or 3 be transferable to other Shards (likely to Atlantic....).
This way, farming for items on low populated Shards would still have a low chance to produce items which can be transferred but, for the most part, would produce Shard Bound versions of those items which would stay on the low population Shard at the needs and services of the players on those lower populated Shards.
The 2 instances that I disagree with Shard Bound (and hope Devs do too) would be:
1) If something like a "Treasures Of" event are going to be different depending on the shard. As someone who enjoys collecting one full set of armor from each event to display in their house this would obviously make this impossible.
2) It's a usable item like the first aid belt or 50 SDI book. In this instance, I'd agree with Theo that it would actually prevent my character using that item if I transferred from my home shard so I couldn't bring my suit with me and would need to pay for another on a different shard. I get it that can help people get items back to ATL to sell but it also hurts people that need to go to ATL to actually do the content. Perfect example is the last invasion. If I played only Lake Austin (as an example but there are many other shards like this) there was literally nobody working the invasion almost ever; to the point that the town being invaded stayed the same for days. It's not fair to those on dead shards who cannot work an event to limit those items to shards like ATL/GL/PAC because they are the only ones with enough population to consistently do them.
Cheers MissE
Maybe @Kyronix can let us know if there is anything planned for August since the Treasures of Orcish Kin event ends tomorrow (7/29).
@Kyronix Any ETA for the other shards, we are feeling bored... but please make sure anything that goes into our bag stays there. Pls do not confiscate, delete, etc unless they are exploits. If they are just decor, non-functional piece just leave it...
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs