[Reviews] Publish 120 - Share your experience, photos and tips.

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  • KroDuKKroDuK Posts: 1,168
    edited June 14
    drcossack said:
    the main problem with pvp is that nobody is actually GOOD anymore.  The programs and scripts do all the work for them, and actual skill is pretty much non-existent.  While UO has bigger problems than that, fixing the mess caused by the inaction of the past decade might not be possible.  But it'd be a start.  New permanent content would also be nice, instead of the seasonal content we've been getting for the past few years (I know other MMOs do a similar release schedule, like FF14.  But there's always old content for people to farm - mounts, glam/transmogs, etc)

    FC1 on this sash is huge.  Are there other sources for it?  Yeah, of course.  But it still frees up needing to have it on another piece.  Realistically, you don't need it anywhere else at all now, if you're on a mage.  Just equip the new sash, get the town buff, and you're set for the day.  4/6 characters would need to use other pieces, but you still get more freedom to build with this new item.
                                                                                  <3 


    As for that +1 Sash, they just created a few new monster beast of templates... the jewelry market is gonna be changed for ever.. in a VERY bad way.. knowing powercreep is already a problem.. it's like if their urbanism was made for 50 km/h street.. but the majority using supercar on those same street.. rolling at 130+ km/h.. that sash is legit adding a turbo to the motor.. now it can go to 145+

    Who care tho.. this is the grand prix event!!  :*  "vroum vroum"

    I love how the forum "vet" just ignore that magnificiant post to just...
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to automate the game.

    It’s comical to me you are so frightened of somehow bod scripters get some sort of advantage.

    -UO official forums, brought to you by BoardSword studio
  • CovenantXCovenantX Posts: 1,065

        I hope these decisions weren't made as an attempt to reduce botting, cause that'd be dumb AF.
    without banning the bots (you know, preferably before they profit from breaking the rules) that is never going to change.  tune content/events to deter botters, it ruins the game for everyone and UO doesn't need help getting worse in that regard. 

     -also, a 'sandbox mmo' should probably have less constraints and more options with regard to content access and template viability... not less



    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • GrimbeardGrimbeard Posts: 3,056
    The bots out on force on Baja for tonights em event where's @Kyronix and @Parallax they are easy to spot .
  • mismis Posts: 400

    I recommend Talisman Bird protection for the event.


    The True Avatar taking a brutal beating from the enemy and not taking his life down thanks to the talisman and his excellent skills.



  • LokeaLokea Posts: 220
    Grimbeard said:
    The bots out on force on Baja for tonights em event where's @ Kyronix and @ Parallax they are easy to spot .
    The bots/multi-boxers were out in force on LS around noon today (CST) both in the dungeon and in the NPC fight for the city, and probably for the boss/champ fights that I missed earlier.

    They weren't even hiding it. No concerns whatsoever, not hiding it in the middle of the night when things are quiet, and people were joking with them about it in chat.  Maybe it's just me, but if I were doing something like that, that could risk a vet account, I'd do something to at least make the secondary characters/bots/whatever not look like they were a mirror image of the controlling character.

    They were swarming the paragons before regular players got a chance.

    I'll keep doing the event, because it's fun most of the time, but I'm not going to bother with the dungeon if they are running their trains through there.

    I don't know when it started being allowed, but seeing these people swoop in like that leaves a bad taste in one's mouth.
  • ZekeTerraZekeTerra Posts: 392
    Got a Void Obelisk on Legends from the Tree Exarch tonight:

  • ZekeTerraZekeTerra Posts: 392
    The animation is awesome
  • Love the concept, but a few things could use improvement, IMO. I like that crafters are required to make the gear needed in Phase 1, but as a returning player who hasn’t been stockpiling gold and resources for 20+ years, the rarity of some of the components is prohibitive to participating. I spent several hours trying to farm for crystalline blackrock and couldn’t find any, and since the siege deployment kits can’t be deployed without the ammo kits, my crafters were useless. I think it would be fun to have NPCs provide the necessary resources, but require crafters to construct the equipment on site while the mages and fighter-types protect them.

    Phase 2 and Phase 3 are my favorites. 10/10. Commanders and Champions are varied enough and tough enough to be interesting while not being too insanely difficult. Still waiting to get a void obelisk or *crystalline blackrock* in my reward satchel. 

    Phase 4 is great as far as “Treasures” style events go, but it goes on for sooo long. I have never been able to play long enough in one sitting to get to Phase 5, so I have no idea how it progresses. Is it a simple timer, or is it based on how many mobs are killed? Does everyone in the dungeon automatically get booted out? I understand that some players just want to farm the artifacts, but I would prefer to be able to play through the whole event in one sitting. Maybe after a certain number of mobs are killed, or after each area in the dungeon is cleared of mobs a certain number of times, players could be given the option to return to defend the city while others could just stay and farm to their hearts’ content? I don’t know, but to me this is the biggest downside of the event overall.

    Still enjoying it, though! Thanks to the dev team!
  • mismis Posts: 400
    Love the concept, but a few things could use improvement, IMO. I like that crafters are required to make the gear needed in Phase 1, but as a returning player who hasn’t been stockpiling gold and resources for 20+ years, the rarity of some of the components is prohibitive to participating. I spent several hours trying to farm for crystalline blackrock and couldn’t find any, and since the siege deployment kits can’t be deployed without the ammo kits, my crafters were useless. I think it would be fun to have NPCs provide the necessary resources, but require crafters to construct the equipment on site while the mages and fighter-types protect them.

    Welcome back to Ultima Online :)

    I thank you for your comment, your comment for me is the cornerstone of a post I made whose aim and purpose was a suggestion to change certain aspects, such as the ease of opening doors with other alternatives, be able to buy ingredients from an NPC or the possibility of creating a timer and once passed, the door would accept more options to be destroyed.

    In order to make it more accessible to all.



    Phase 2 and Phase 3 are my favorites. 10/10. Commanders and Champions are varied enough and tough enough to be interesting while not being too insanely difficult. Still waiting to get a void obelisk or *crystalline blackrock* in my reward satchel. 

    Phase 4 is great as far as “Treasures” style events go, but it goes on for sooo long. I have never been able to play long enough in one sitting to get to Phase 5, so I have no idea how it progresses. Is it a simple timer, or is it based on how many mobs are killed? Does everyone in the dungeon automatically get booted out? I understand that some players just want to farm the artifacts, but I would prefer to be able to play through the whole event in one sitting. Maybe after a certain number of mobs are killed, or after each area in the dungeon is cleared of mobs a certain number of times, players could be given the option to return to defend the city while others could just stay and farm to their hearts’ content? I don’t know, but to me this is the biggest downside of the event overall.

    Still enjoying it, though! Thanks to the dev team!


    In this detailed guide it explains phase by phase what happens, etc... I hope it helps.


    :)
  • In this detailed guide it explains phase by phase what happens, etc... I hope it helps.
    Thanks!
  • Community ManagerCommunity Manager Posts: 626Dev
    Grimbeard said:
    The bots out on force on Baja for tonights em event where's @ Kyronix and @ Parallax they are easy to spot .

    Please page a GM if you believe them to be breaking the TOS, be sure to target the individuals as well. 
    Ultima Online Twitter/X - https://twitter.com/UOTownCryer
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  • GrimbeardGrimbeard Posts: 3,056
    Grimbeard said:
    The bots out on force on Baja for tonights em event where's @ Kyronix and @ Parallax they are easy to spot .

    Please page a GM if you believe them to be breaking the TOS, be sure to target the individuals as well. 
    The problem is I don't believe they are unattended I think they are multiboxing or whatever you call it when one computer is running 5 accounts at once would this be detectable? Just have any developer show at any drop night em event or Atlantic right now? 
  • Community ManagerCommunity Manager Posts: 626Dev
    Grimbeard said:
    Grimbeard said:
    The bots out on force on Baja for tonights em event where's @ Kyronix and @ Parallax they are easy to spot .

    Please page a GM if you believe them to be breaking the TOS, be sure to target the individuals as well. 
    The problem is I don't believe they are unattended I think they are multiboxing or whatever you call it when one computer is running 5 accounts at once would this be detectable? Just have any developer show at any drop night em event or Atlantic right now? 

    That is something a GM would investigate. 
    Ultima Online Twitter/X - https://twitter.com/UOTownCryer
    Ultima Online Instagram - https://www.instagram.com/uotowncryer/
    Ultima Online Twitch - https://www.twitch.tv/BroadswordUO
    Email - uo.fenneko@gmail.com
  • GrimbeardGrimbeard Posts: 3,056
    Grimbeard said:
    Grimbeard said:
    The bots out on force on Baja for tonights em event where's @ Kyronix and @ Parallax they are easy to spot .

    Please page a GM if you believe them to be breaking the TOS, be sure to target the individuals as well. 
    The problem is I don't believe they are unattended I think they are multiboxing or whatever you call it when one computer is running 5 accounts at once would this be detectable? Just have any developer show at any drop night em event or Atlantic right now? 

    That is something a GM would investigate. 
    Well without sounding rude or offensive maybe the GMs need better training 
  • LilyGraceLilyGrace Posts: 1,075
    edited June 29
    There's got to be a zillion threads regarding assigning Clean-Up points to various items, but I didn't find anything specific to this topic in a search.

    There's always some item during these events that you end up with a ton of. Wouldn't it make more sense if these items, like the rubble in such great abundance, we were allowed a few clean-up points right from jump? Seems to me it would kill a few birds with one stone. 

    There would be less hoarding, jacking up shard-wide item count. Less being bummed about not having enough storage space if there's an incentive to throw things out. With less hoarding it would make the pieces that are kept and used for decor of more value. Maybe so much so, down the road it would make sense to bring that artwork back again, which you'd think would be a help to dev's. 

    In general I wish we were offered more incentives to not hoard, hoping items will be worth something some day. I can't pretend to have any knowledge of what it takes to add code to items that allows us clean-up points. Is it a bear? OMG the large round xmas boxes. I can barely stand to look at them anymore. Just make them all worth something to get rid of! lol

    Lastly, on the topic of these rubble pieces. It would be a lot easier to be creative and build with them if they didn't count toward item lock downs. It would be nice if they functioned like crafted pieces in that respect. They're going to take up a LOT of lockdowns to build anything substantial. 

    Switching to another topic - Rogues and rogue skills during these events.
    I don't keep up with the boards a lot anymore. And either the search engine or my skills with using it are subpar.

    Have the devs talked at all about doing something about fixing Remove Trap? 

    Specifically regarding the high 90s percentile failure rate? I don't want to give up on playing a stealthy rogue with the skill to remove traps on these chests. It's pretty awful to always have to back up 3 paces and cast telekinesis  2 or 3xs. It's super time consuming. Especially because you also have to compete with players who've built suits that allow them to run around full tilt on a mount to detect chests, and then are able to survive just blowing the traps while standing on top of the chests.

    Really? After all this time, those of us still left wanting to play an old-timey full on rogue still can't compete efficiently for their own content? DH shouldn't work for players at a mounted run. RT shouldn't have workarounds that allow players to survive just blowing all the traps when opening a chest. 

    I appreciate the timer being added that allows you to lay claim to the chest for a couple minutes. But can rogues be safeguarded further please? Can you make DH worth something? Why should anyone running full tilt on a mount be able to get the system message that they've detected a chest? And why has RT been broken for sooooo long, leaving it a worthless skill? 

    For those who want to offer that's it's easier to just work with what we've got and conform to the workarounds. I don't agree. These workarounds that make rogue skills of no value would be like a rogue being able to effectively WW mobs with their lock-picks while having no fighting skills to speak of. 

    Rogue class should be allowed to be a standalone class of character and be rewarded for training up their skills. 
  • GrimbeardGrimbeard Posts: 3,056
    LilyGrace said:
    There's got to be a zillion threads regarding assigning Clean-Up points to various items, but I didn't find anything specific to this topic in a search.

    There's always some item during these events that you end up with a ton of. Wouldn't it make more sense if these items, like the rubble in such great abundance, we were allowed a few clean-up points right from jump? Seems to me it would kill a few birds with one stone. 

    There would be less hoarding, jacking up shard-wide item count. Less being bummed about not having enough storage space if there's an incentive to throw things out. With less hoarding it would make the pieces that are kept and used for decor of more value. Maybe so much so, down the road it would make sense to bring that artwork back again, which you'd think would be a help to dev's. 

    In general I wish we were offered more incentives to not hoard, hoping items will be worth something some day. I can't pretend to have any knowledge of what it takes to add code to items that allows us clean-up points. Is it a bear? OMG the large round xmas boxes. I can barely stand to look at them anymore. Just make them all worth something to get rid of! lol

    Lastly, on the topic of these rubble pieces. It would be a lot easier to be creative and build with them if they didn't count toward item lock downs. It would be nice if they functioned like crafted pieces in that respect. They're going to take up a LOT of lockdowns to build anything substantial. 

    Switching to another topic - Rogues and rogue skills during these events.
    I don't keep up with the boards a lot anymore. And either the search engine or my skills with using it are subpar.

    Have the devs talked at all about doing something about fixing Remove Trap? 

    Specifically regarding the high 90s percentile failure rate? I don't want to give up on playing a stealthy rogue with the skill to remove traps on these chests. It's pretty awful to always have to back up 3 paces and cast telekinesis  2 or 3xs. It's super time consuming. Especially because you also have to compete with players who've built suits that allow them to run around full tilt on a mount to detect chests, and then are able to survive just blowing the traps while standing on top of the chests.

    Really? After all this time, those of us still left wanting to play an old-timey full on rogue still can't compete efficiently for their own content? DH shouldn't work for players at a mounted run. RT shouldn't have workarounds that allow players to survive just blowing all the traps when opening a chest. 

    I appreciate the timer being added that allows you to lay claim to the chest for a couple minutes. But can rogues be safeguarded further please? Can you make DH worth something? Why should anyone running full tilt on a mount be able to get the system message that they've detected a chest? And why has RT been broken for sooooo long, leaving it a worthless skill? 

    For those who want to offer that's it's easier to just work with what we've got and conform to the workarounds. I don't agree. These workarounds that make rogue skills of no value would be like a rogue being able to effectively WW mobs with their lock-picks while having no fighting skills to speak of. 

    Rogue class should be allowed to be a standalone class of character and be rewarded for training up their skills. 
    God help me I agree 
  • LilyGraceLilyGrace Posts: 1,075
    Grimbeard said:

    God help me I agree 

    It's not the first time we've agreed on something. And disagreeing shouldn't have to almost always turn nasty when discussing a topic. It's the goading and trolling that escalates with you that I could live without. Especially when you hound and start to become sarcastic and insulting. Or you jump in just specially to throw a barb and offer nothing else. Even worse when your stubbornness won't allow you to budge an inch when someone makes a valid point that runs counter to your first thinking on a topic. 

    We don't always all see every facet of a thing. I know I sure don't. Sometimes it might be okay to say, "Ah, yeah, I didn't think of that." Or, "Oh yeah, I see what you mean now."
  • poppspopps Posts: 4,180
    edited June 29
    LilyGrace said:
    There's got to be a zillion threads regarding assigning Clean-Up points to various items, but I didn't find anything specific to this topic in a search.

    There's always some item during these events that you end up with a ton of. Wouldn't it make more sense if these items, like the rubble in such great abundance, we were allowed a few clean-up points right from jump? Seems to me it would kill a few birds with one stone. 

    There would be less hoarding, jacking up shard-wide item count. Less being bummed about not having enough storage space if there's an incentive to throw things out. With less hoarding it would make the pieces that are kept and used for decor of more value. Maybe so much so, down the road it would make sense to bring that artwork back again, which you'd think would be a help to dev's. 

    In general I wish we were offered more incentives to not hoard, hoping items will be worth something some day. I can't pretend to have any knowledge of what it takes to add code to items that allows us clean-up points. Is it a bear? OMG the large round xmas boxes. I can barely stand to look at them anymore. Just make them all worth something to get rid of! lol

    Lastly, on the topic of these rubble pieces. It would be a lot easier to be creative and build with them if they didn't count toward item lock downs. It would be nice if they functioned like crafted pieces in that respect. They're going to take up a LOT of lockdowns to build anything substantial. 

    Switching to another topic - Rogues and rogue skills during these events.
    I don't keep up with the boards a lot anymore. And either the search engine or my skills with using it are subpar.

    Have the devs talked at all about doing something about fixing Remove Trap? 

    Specifically regarding the high 90s percentile failure rate? I don't want to give up on playing a stealthy rogue with the skill to remove traps on these chests. It's pretty awful to always have to back up 3 paces and cast telekinesis  2 or 3xs. It's super time consuming. Especially because you also have to compete with players who've built suits that allow them to run around full tilt on a mount to detect chests, and then are able to survive just blowing the traps while standing on top of the chests.

    Really? After all this time, those of us still left wanting to play an old-timey full on rogue still can't compete efficiently for their own content? DH shouldn't work for players at a mounted run. RT shouldn't have workarounds that allow players to survive just blowing all the traps when opening a chest. 

    I appreciate the timer being added that allows you to lay claim to the chest for a couple minutes. But can rogues be safeguarded further please? Can you make DH worth something? Why should anyone running full tilt on a mount be able to get the system message that they've detected a chest? And why has RT been broken for sooooo long, leaving it a worthless skill? 

    For those who want to offer that's it's easier to just work with what we've got and conform to the workarounds. I don't agree. These workarounds that make rogue skills of no value would be like a rogue being able to effectively WW mobs with their lock-picks while having no fighting skills to speak of. 

    Rogue class should be allowed to be a standalone class of character and be rewarded for training up their skills. 
    Do I remember it as right that the Developers, a while back mentioned something of the kind that they wanted to make the Remove Trap skill be more effective ?

    I totally agree. Players who invest a whopping 100 skill points in a skill and mind you, in a Template like the Rogue which with hiding, stealthing, stealing, snooping, lockpicking, detect hidden, magery is quite tight to also accomodate Remove Trap and when they do, this should result being a hell of a valuable addition (i.e. work at GM to remove the trap 99.99% of the times even with the most difficult chests...)
  • LilyGraceLilyGrace Posts: 1,075
    Rogue-centric potions akin to the Potions of Fortune would be nice. Since the PoF only go to beef up the count on drops from mobs, maybe something could be created that beefs up the drops on chests. 
  • keven2002keven2002 Posts: 2,491
    LilyGrace said:
    Rogue-centric potions akin to the Potions of Fortune would be nice. Since the PoF only go to beef up the count on drops from mobs, maybe something could be created that beefs up the drops on chests. 
    When you say "beef up"; what do you mean? More Riftborne items (more frequently AND more in the chests)? Or better chances at getting the stealables?

     Luck (in game on your suit) is supposed to positively impact the chests for thieves... I haven't really tested a ton on this (luck suit vs no luck suit) but I haven't noticed a huge difference. I'm probably well over 400 chests at this point and I haven't seen a single Ethereal Prism, and that's with a max luck suit (and running +1400 luck from statue every chance I can). 

    That said, I don't think I've seen the Dev team share the drop rates so maybe I'm still within range on the prism?
  • LilyGraceLilyGrace Posts: 1,075
    edited July 1
    That makes two of us, Kev. I haven’t found anything rare or stealable yet. I have 2180 on suit and over 3k when I hit the statue. 

     I was specifically speaking about Riftborn drops being beefed up. I haven’t done any fighting mobs for drops yet, trying like hell to find something good in chests when I’m able to play. That said, I sure wouldn’t mind increasing my chances of finding a ding dang rare.
  • keven2002keven2002 Posts: 2,491
    LilyGrace said:
    That makes two of us, Kev. I haven’t found anything rare or stealable yet. I have 2180 on suit and over 3k when I hit the statue. 

     I was specifically speaking about Riftborn drops being beefed up. I haven’t done any fighting mobs for drops yet, trying like hell to find something good in chests when I’m able to play. That said, I sure wouldn’t mind increasing my chances of finding a ding dang rare.
    I've actually taken a break from the thief side of it because there are just so many thieves running around on ATL there could be like 5min I run around without finding a new chest (in the city). 

    I did venture into the dungeon a couple of times (less thieves for sure) but no dice AND it's such a PITA dying in the one side of the dungeon bc I need to run all the way to the healer and back....the loot doesn't seem any better so not really worth it for the risk.
  • LilyGraceLilyGrace Posts: 1,075
    keven2002 said:
    LilyGrace said:
    That makes two of us, Kev. I haven’t found anything rare or stealable yet. I have 2180 on suit and over 3k when I hit the statue. 

     I was specifically speaking about Riftborn drops being beefed up. I haven’t done any fighting mobs for drops yet, trying like hell to find something good in chests when I’m able to play. That said, I sure wouldn’t mind increasing my chances of finding a ding dang rare.
    I've actually taken a break from the thief side of it because there are just so many thieves running around on ATL there could be like 5min I run around without finding a new chest (in the city). 

    I did venture into the dungeon a couple of times (less thieves for sure) but no dice AND it's such a PITA dying in the one side of the dungeon bc I need to run all the way to the healer and back....the loot doesn't seem any better so not really worth it for the risk.

    Agreed on the risk vs reward doing a dungeon crawl. If RT worked properly I'd happily spend time in there. 

    I just hit the luck statue and combed through the town. Hardly any chests spawning and the few that did all had their pile of a gold and a treasure map. For some reason nothing else was popping in them. I'm not going to waste the additional luck from the statue on that. I logged off. I'll try again tomorrow and see how it goes.
  • PawainPawain Posts: 11,038
    We found this out on LS.

    If you have a small group of like 10 or less.  If 4 of the players start shooting Catapults, the spawn below is way too much for the players below.  We've had 8 gates going at once for 4 or five trying to defend.

    Today we just had 2 catapults operating and another took over when the first ran out of ammo, the spawn was manageable.  

    I wonder if we are the only shard with too many players doing catapults.  :p
    Focus on what you can do, not what you can't.
  • LokeaLokea Posts: 220
    Pawain said:
    We found this out on LS.

    If you have a small group of like 10 or less.  If 4 of the players start shooting Catapults, the spawn below is way too much for the players below.  We've had 8 gates going at once for 4 or five trying to defend.

    Today we just had 2 catapults operating and another took over when the first ran out of ammo, the spawn was manageable.  

    I wonder if we are the only shard with too many players doing catapults.  :p
    It was very noticeable and actually manageable, unlike last night's Night of Horrors on LS where it took a lot of us well over an hour to kill the Monstrosity and about 1,000 Mawlings.

    I'm still trying to figure last night out, but at least Voodoo Child figured out a strategy.
  • keven2002keven2002 Posts: 2,491
    Lokea said:
    Pawain said:
    We found this out on LS.

    If you have a small group of like 10 or less.  If 4 of the players start shooting Catapults, the spawn below is way too much for the players below.  We've had 8 gates going at once for 4 or five trying to defend.

    Today we just had 2 catapults operating and another took over when the first ran out of ammo, the spawn was manageable.  

    I wonder if we are the only shard with too many players doing catapults.  :p
    It was very noticeable and actually manageable, unlike last night's Night of Horrors on LS where it took a lot of us well over an hour to kill the Monstrosity and about 1,000 Mawlings.

    I'm still trying to figure last night out, but at least Voodoo Child figured out a strategy.
    I've only played ATL so the first 3 stages usually take about an hour or so total. Overall I enjoy it even though at least half of my satchels contain rubble (imo the worst of the drops). I'm not sure I'd be willing to spend an hour on the champion alone; only to get a bag of rubble... I could get that by blowing up the gate while everyone else is killing the champion...in much shorter time lol.
  • DapeekasDapeekas Posts: 28
    keven2002 said:
    I've only played ATL so the first 3 stages usually take about an hour or so total. Overall I enjoy it even though at least half of my satchels contain rubble (imo the worst of the drops). I'm not sure I'd be willing to spend an hour on the champion alone; only to get a bag of rubble... I could get that by blowing up the gate while everyone else is killing the champion...in much shorter time lol.
    Getting the bag of rubble 'Congrats here's a bag of useless rocks! You're welcome!' ugh the worst.
  • PawainPawain Posts: 11,038
    Yes.  You say,  I got a bag o rocks.
    Focus on what you can do, not what you can't.
  • keven2002keven2002 Posts: 2,491
    Dapeekas said:
    keven2002 said:
    I've only played ATL so the first 3 stages usually take about an hour or so total. Overall I enjoy it even though at least half of my satchels contain rubble (imo the worst of the drops). I'm not sure I'd be willing to spend an hour on the champion alone; only to get a bag of rubble... I could get that by blowing up the gate while everyone else is killing the champion...in much shorter time lol.
    Getting the bag of rubble 'Congrats here's a bag of useless rocks! You're welcome!' ugh the worst.
    For me it's just that the rubble (IMO) is 1) underwhelming compared to literally everything else 2) literally the easiest/most common thing between attacking a gate/killing stuff in town/opening chests/etc 3) isn't used for anything besides deco (and even then if the destroyed look isn't your scheme it's not useful). 

    My personal opinion on that drop is that instead of rubble; it should be 5 each of the crafting ingredients ( 5 void core / 5 corruption / 5 black rock / 5  void orb / 5 crystalline blackrock)... that way those people could help build bombs and destroy the gate (that's where they would get their rubble).
  • LilyGraceLilyGrace Posts: 1,075
    Definitely not enough crafting materials dropping. Hubs and I combined all we had from our accounts on two shards. Bought some and transferred them. And they’re still going fast. What I find in chests is slim pickin’s. 
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