2023-01-04 14:25
#0
Hopefully this can be used to improve the next dungeon event with some things we ran across for the Archlich event. There were a few things I liked but also didn't like so you will see them on both lists.
Please keep it constructive so maybe we can actually help improve the next event.
What I liked:
Please keep it constructive so maybe we can actually help improve the next event.
What I liked:
- There weren't many unreachable monsters at all (ie behind walls we couldn't get to)
- The reward prices were all very good (wish the boots of escaping remained 30pts like on TC1)
- The rewards themselves were pretty good. Bringing back some older stuff is good with some new unique (like SDI belt) & "best in slot" (SDI robe / gloves of archlich) gear
- Spawn difficulty was spot on. Much of the spawn was very solo-able but the paragon ram / PE was just tough enough that with some effort higher level players could take them out (without needing multiple accounts)
- Spawn rate on ATL (after the first few weeks) was excellent this time around. There were quite a few times that I started to become overrun by spawn and would get close to death
- EJ accounts getting account bound drops only was a major step in the right direction IMO
- I liked the "AFK penalty" they instituted this event; it did seem to weed out the campers (like in the Ram room). I played a sampire/tamer/archer/thrower during this event and was never hit with this penalty
- Felucca was only opened for a single weekend which wasn't enough. I think it should be open 24/7 start to finish but I understand the potential issues there so I'd be fine with a compromise on opening Fel up every weekend
- Dev team communication on the event and being open to feedback. Perfect example is the Expor Malas weapon for gargoyles was made a sword without any actual consideration with feedback about making it a throwing weapon. Another example was everyone on Origin complaining about the spawn rate being too slow; if everyone agrees it's too slow I'm not sure why the Devs wouldn't just increase it
- The drop rate when not under luck statue / luck potion. I think the drop rate was atrocious if just walking in to kill stuff without any limited time effects. With no statue / potion I would get maybe 9-15 drops an hour (depends on shard spawn rate) but each limited time effect would essentially double the rate (ie give an extra 9-15 drops) so the few times I used both statue & potion I was around 40-45 (which I think is good)
- The spawn rate on low population shards (ie Origin) versus the kill rate. It only took 3 or 4 players to basically deplete all major spawn in Deceit on all 4 floors which is frustrating when I only have an hour of a luck statue/potion and I'm spending 20min of that looking for spawn to kill. I think the spawn rate rate should be based on the kill rate and based on each floor
- The response to people that are obviously botting (ie 3-5 players trailing a single player while targeting the same thing) was improved but still needs work
- The "AFK penalty" was a step in the right direction and while I never was hit by it, I do think there were some innocent bystanders hit with (but less than actually claimed it). This should be further tweaked
- The length of time (3 months was too much IMO); it became very stale after a while. I wish they would have added a dynamic champ spawn in that time frame (either concurrent or end one for the other) to switch things up