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The new publish (non-pvp) on TC1?

Started by keven2002 · 2024-03-05 · 68 posts · General Discussions
#0
Hoping @Kyronix can give us an idea when we can begin testing the pirate content (and vet rewards) will hit TC1. Also hoping we can use this thread for the questions / feedback on all things related to the new publish (non-pvp related) since it seems like there are several various ones out there now and questions/comments are scattered between them.

Up to this point I've expressed some concern on the mechanics of how sailing would work the the upcoming event about it being tricky and could potentially lead to a poor experience if there aren't some land options available. There was one other thing I thought about. 

How will the scuttled pirate/trade ships (and beacons) decay if/when the seas are jam packed with players sailing?

I'm not 100% sure how the logic is written but in my experience, currently, a scuttled ship will remain on screen until I leave the screen. I think it works the same when someone else scuttles the ship and I'm on screen (IIRC). Makes sense right now but I can see how a ship decays being an issue depending how it works because if the seas are busy (as I expect they will be) and I leave the screen but others are entering the screen will we have a bunch of scuttled ships (which also ping on ship tracking to lure others) lingering around? This might be similar for beacons (but likely not as bad) because when I destroy a beacon, I'm not able to completely sail over that area until I leave the screen (it seems like there is something under the water blocking me). I'm not sure if that would work similar if someone else remained on screen or if that is more of a corpse decay thing.
#1
I believe, from reading the newsletter, that there will be land based combat in addition to treasure maps, beacons, ship fighting and mib fishing. I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?
#2
Mariah said:
I believe, from reading the newsletter, that there will be land based combat in addition to treasure maps, beacons, ship fighting and mib fishing. I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?
Are the pirate brawls land or water?
#3
Mariah said:
I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?
I don't want to get too far off the original topic but to answer your question, mainly because game play has evolved (or devolved depending on your view on scripting) since Rising Tide over 5ish years ago. If you can remember back to some of the first ToT type events (Kotl / Khuldan / etc) there weren't nearly the number of bots/scripters running around like we saw in the past few events. 

I know people don't like to talk about it but it's something that should be considered when drawing up an event in a new place (ie the sea). Perfect example is the first egg event (heavily botted/scripted) and how many complaints there were because botting wasn't really considered at that time compared to the revised egg event last year (much better). The downside was non-scripters had to wait for the second year for the improved egg gathering system.Hoping that calling these things out in advance will provide a better experience for people who want to enjoy playing the event versus those that take the automated route.
#4
I don't know, time will tell I guess, but I'm hopeful they'll be on land.
#5
keven2002 said:
Mariah said:
I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?
I don't want to get too far off the original topic but to answer your question, mainly because game play has evolved (or devolved depending on your view on scripting) since Rising Tide over 5ish years ago. If you can remember back to some of the first ToT type events (Kotl / Khuldan / etc) there weren't nearly the number of bots/scripters running around like we saw in the past few events. 

I know people don't like to talk about it but it's something that should be considered when drawing up an event in a new place (ie the sea). Perfect example is the first egg event (heavily botted/scripted) and how many complaints there were because botting wasn't really considered at that time compared to the revised egg event last year (much better). The downside was non-scripters had to wait for the second year for the improved egg gathering system.Hoping that calling these things out in advance will provide a better experience for people who want to enjoy playing the event versus those that take the automated route.

I heard scripters are scared of the water and will not go near it. 🙂
#6
Cookie said:

I heard scripters are scared of the water and will not go near it. 🙂

Don't want this thread to go too far off topic since I know scripting could be it's own thread but while I know you are being sarcastic I think some people might actually believe you lol. 

I think in reality "automation" would be even easier sailing because all you need is a single toon to pilot a ship and that transports everyone so even a bad scripter could setup something that just auto attacks every hostile on the screen if they are basically taking individual char movement out of it.
#7
Mariah said:
I believe, from reading the newsletter, that there will be land based combat in addition to treasure maps, beacons, ship fighting and mib fishing. I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?

I hope this is the case, and they will remember to distribute that land based combat to different sub-servers. If that is the case, then all tutto bene. If most of the rewards come from sea fighting then f**k this. 

Last few weeks of the last event was miserable. The mobs in the ice area clearly dropped better loot than the rest since their fame/hp ratio was the highest. So we ended up with bunch of players, all packed into a single subserver, all trying to get enough drops so they could buy what they want before the event is over.

If this event becomes as miserable as the last few weeks of the last event, then I will create 1000 EJ accounts, place a ship in the sea, then log out just to spite people. We can login from a single EJ account at a time. But, nothing is stopping you from creating an EJ accounts, placing a ship in the event area, then logging out. Rinse and repeat this 1000 times and you will end the event on your own from a single IP address. 

P.S.: I am looking forward to the sea fighting as I think this will be the most fun part of the event. I just hope that the devs have few backup plans in case all goes south unexpectedly with the sea part of the event.
#8
keven2002 said:
Hoping @ Kyronix can give us an idea when we can begin testing the pirate content (and vet rewards) will hit TC1. Also hoping we can use this thread for the questions / feedback on all things related to the new publish (non-pvp related) since it seems like there are several various ones out there now and questions/comments are scattered between them.

Up to this point I've expressed some concern on the mechanics of how sailing would work the the upcoming event about it being tricky and could potentially lead to a poor experience if there aren't some land options available. There was one other thing I thought about. 

How will the scuttled pirate/trade ships (and beacons) decay if/when the seas are jam packed with players sailing?

I'm not 100% sure how the logic is written but in my experience, currently, a scuttled ship will remain on screen until I leave the screen. I think it works the same when someone else scuttles the ship and I'm on screen (IIRC). Makes sense right now but I can see how a ship decays being an issue depending how it works because if the seas are busy (as I expect they will be) and I leave the screen but others are entering the screen will we have a bunch of scuttled ships (which also ping on ship tracking to lure others) lingering around? This might be similar for beacons (but likely not as bad) because when I destroy a beacon, I'm not able to completely sail over that area until I leave the screen (it seems like there is something under the water blocking me). I'm not sure if that would work similar if someone else remained on screen or if that is more of a corpse decay thing.
We did this event when beacons came out.  Did you have problems then?  We did it again when new items were added to the black market, did you have trouble then?

They said they can't increase the spawn already. 

So you think players are going to scuttle a ship and just stay there?

From what I experience a new thing spawns seconds after something dies. You've never had a beacon pop up next to you while looting a ship?

Scuttled ships are not on my tracking arrows.

You can go in the middle of a sunk beacon a little ways to loot the orcs.  After the orcs decay you can pass thru.
#9
shootgun said:
Mariah said:
I believe, from reading the newsletter, that there will be land based combat in addition to treasure maps, beacons, ship fighting and mib fishing. I do wonder why there is so much consternation over the sea-based combat. Why do you believe it will be so much worse than the Rising Tide event that first introduced us to beacons?

I hope this is the case, and they will remember to distribute that land based combat to different sub-servers. If that is the case, then all tutto bene. If most of the rewards come from sea fighting then f**k this. 

Last few weeks of the last event was miserable. The mobs in the ice area clearly dropped better loot than the rest since their fame/hp ratio was the highest. So we ended up with bunch of players, all packed into a single subserver, all trying to get enough drops so they could buy what they want before the event is over.

If this event becomes as miserable as the last few weeks of the last event, then I will create 1000 EJ accounts, place a ship in the sea, then log out just to spite people. We can login from a single EJ account at a time. But, nothing is stopping you from creating an EJ accounts, placing a ship in the event area, then logging out. Rinse and repeat this 1000 times and you will end the event on your own from a single IP address. 

P.S.: I am looking forward to the sea fighting as I think this will be the most fun part of the event. I just hope that the devs have few backup plans in case all goes south unexpectedly with the sea part of the event


I believe EJ accounts cant place boats because they have Cargo Holds.   Correct me if Im wrong
#10
Correct. They can board them, if the account has high seas, but they can't place them.
#11
When there is a will there is a way... I will find a way to block that event for everyone :p
#12
Pawain said:
We did this event when beacons came out.  Did you have problems then?  We did it again when new items were added to the black market, did you have trouble then?

They said they can't increase the spawn already. 

So you think players are going to scuttle a ship and just stay there?

From what I experience a new thing spawns seconds after something dies. You've never had a beacon pop up next to you while looting a ship?

Scuttled ships are not on my tracking arrows.

You can go in the middle of a sunk beacon a little ways to loot the orcs.  After the orcs decay you can pass thru.

Yes I did have problems when the beacons first came out (at times) when things were busy and there were multiple ships hitting beacons. I actually remember missing several beacons because I couldn't get in position fast enough (and other people complaining about others "stealing" their beacon),  thanks for asking such a pointless question. Again, I play on ATL which is the most populated shard by far. You might not have had issues on your shard with only a fraction of the population, good for you but just because you didn't have issues doesn't mean others didn't. 

Rising Tides also was NOT a treasures event so you are comparing apples and oranges given Rising Tide was a "forever" event with permanent rewards that were released in phases (ie triton didn't drop right away and hooks shield until much later) and 90% of the items were just decoration/reskinned items unlike ToT which is a limited event with items that could be best in slot.

On the scuttled ships piece there will absolutely be times whwn people are going to scuttle a ship and loot it, then get up and go AFK. I do it all the time. For the record, I never said this is some show stopping issue. I merely asked about how ships will decay if there are people frequently hitting the screen when there is a boat scuttled. Unlike you, I don't speak matter of factly as if I know everything (when you clearly don't) so I'm trying to understand how something works by asking questions. It might not be a big deal at all if the Devs have thought about it already but maybe it will be an issue and wouldn't be thought about unless someone brings it up.

The rest of your troll post is all nonsense and doesn't warrant a response because at no point did I say anything about increasing the spawn rate (that's done automatically I believe as more people are sailing) or there being an issue with a new boat/beacon spawning when one is destroyed. Also I'd be happy to have you hop on ATL shard and prove you wrong on the other items because you obviously don't test things very well (I hope you aren't a NL tester). 

It's funny (and sad) to me that you constantly write posts without adding any actual substance. Instead you want to be the ultimate contrarian that has to try to debunk everything people write instead of being constructive and helping move along the discussion. According to you, UO has never had any issues or bugs and everything is great and there is plenty to do that never gets old with the best items ever and nothing needs to be added or updated... unless the Dev team wants to and if that's the case then you want some sort of unrealsitic item but will accept whatever the Devs decide to give us and tell everyone it's the greatest. It's clownery at it's best.
#13
So it looks like we will not get to test anything before Easter. I was hoping to have things tested before to make way for the world wide release afterwards. 

@Kyronix - Can we get some sort of timeline on when we will be able to fully test Pub 117 on TC1 and a rough idea of when you all hope for it to go live?
#14
keven2002 said:
So it looks like we will not get to test anything before Easter. I was hoping to have things tested before to make way for the world wide release afterwards. 

@ Kyronix - Can we get some sort of timeline on when we will be able to fully test Pub 117 on TC1 and a rough idea of when you all hope for it to go live?
Last year announcement was on 3/31, I’m guessing it’ll be then.
#15
That would be on a Sunday not going to happen.

I like this quote and it fits just about everything  ;)

"Because UO is consistently inconsistent"


#16
Skett said:
That would be on a Sunday not going to happen.

I like this quote and it fits just about everything  ;)

"Because UO is consistently inconsistent"


Good call, I was thinking it was Monday for some reason.  So, probably April 1st.


#17
Heaven forbid the super busy developers communicate 
#18
Grimbeard said:
Heaven forbid the super busy developers communicate 
They did. They said after Easter.  Write that and NL is not ready yet on a sticky note and put it on your monitor.  You have a short memory.
#19
Pawain said:
Grimbeard said:
Heaven forbid the super busy developers communicate 
They did. They said after Easter.  Write that and NL is not ready yet on a sticky note and put it on your monitor.  You have a short memory.
Go check the transcript from the Feb 26th M&G; someone asked when would pub 117 be in production and the answer was "after Easter". This thread is about asking for when it will be on TC1.

Go wave your pom poms on another thread please.
#20
Pawain said:
Grimbeard said:
Heaven forbid the super busy developers communicate 
They did. They said after Easter.  Write that and NL is not ready yet on a sticky note and put it on your monitor.  You have a short memory.
Your willingness to accept second rate programming and vague answers is well documented however myself and apparently many other posters would like actual information 
#21
many?????
#22
Many
#23
Won't be out till after Easter, is an actual answer whether you like it or not.  And the other many.  5 I think will have to wait possibly 2 whole weeks.  Better refill Zanex for those that need them.
Grimbeard said:
Pawain said:
Grimbeard said:
Heaven forbid the super busy developers communicate 
They did. They said after Easter.  Write that and NL is not ready yet on a sticky note and put it on your monitor.  You have a short memory.
Your willingness to accept second rate programming and vague answers is well documented however myself and apparently many other posters would like actual information 


#24
VERY unpopular opinion I'm sure BUT I would like to see a few underlying/long term issues with UO solved before this goes live. Maybe take a few weeks of time to fix the same stuff I've been bitching about for a while now.
#25
Your ideas are also unpopular and mostly exaggerated.  That's why they don't change the game for them.
#26
Pawain said:
Your ideas are also unpopular and mostly exaggerated.  That's why they don't change the game for them.
Just a few  ;)

https://forum.uo.com/discussion/9530/players-with-character-names-that-exceed-16-letters/p1


https://forum.uo.com/discussion/10619/stop-allowing-ejs-being-able-to-earn-tot-drops#latest
(insert uo.com link to endless journeys not being able to participate in Feudal Lands and beyond)

https://forum.uo.com/discussion/13726/can-we-please-get-a-skill-tool-that-can-be-worn-for-carpentry-bowcraft-and-tinkering#latest

(not in yet)

Clearly listening to some of what I have to say, who's exaggerating now?
edited by Mariah
#27
Dude, they are not adding 120 scrolls to other skills, She said NO.

Lord Xen’Rin of Kern says: can you guys please add +20 scrolls to carpentry, tinkering, and fletching?

Lord Xen’Rin of Kern says: As well as +60 items for them as well? Is this possible?

Lord Xen’Rin of Kern says: Failing to repair items, and 60% non-exception rate when filling bods is too much IMHO.

Mesanna says: We will not be doing that

edited by Mariah

#28
Personal attacks by multiple posters have been removed and 2 posts have been edited to remove such. Please don't persist in this type of posting.
#29
We are working the final portions of 117 through QA and expect to be moving to TC1 in the coming days. 

I'm not going to address specific questions until it hits TC.
#30
🙂
#31
Thanks for the info Kyronix - appreciate the update!
#32
Kyronix said:
We are working the final portions of 117 through QA and expect to be moving to TC1 in the coming Weeks

I'm not going to address specific questions until it hits TC.

Fixed that ;)

I hope it goes to test today !
#33
Skett said:
Kyronix said:
We are working the final portions of 117 through QA and expect to be moving to TC1 in the coming Weeks

I'm not going to address specific questions until it hits TC.

Fixed that ;)

I hope it goes to test today !

Likewise!
#34
Hi Devs,

I think somehow we may have forgotten to sync our calendars at the beginning of the year.

Just to let you know, I am free to play the new content this weekend, I hope this does not inconvenience you too much. 🙂

Regards, Cookie.
#35
The silence a deafening slap in the face.. 
#36
#37
Grimbeard said:
The silence a deafening slap in the face.. 

#38
I just downloaded a patch but there are no patch notes on the splash page yet
#39
Looks like some updates have been made at the black market - FYI all

Skull carver has interesting stats.

Skull sword:
70 lightning
50 HLD
25 curse
30 SSI
50 DI
100 poison weapon
Cannot be repaired.
#40
I do have to laugh, they are trolling us, it is quite brilliant. 🙂

There is data on uo-cah, and Kyronix has just become my favourite person in the world, anyone have any issues with that, you can take it up with me. 😂
#42
TC1 is live with the new content! You can check out the new content on YouTube as well;
#43
the black market "rewards" look to be a complete load of shit
#44
Cookie said:
I do have to laugh, they are trolling us, it is quite brilliant. 🙂

There is data on uo-cah, and Kyronix has just become my favourite person in the world, anyone have any issues with that, you can take it up with me. 😂

 I wonder why the +5 Magery/Eval-int shield isn't listed there?  Edit: It's listed in the full list of 'new rewards', but not in the list that has each category by date/publish yet.

 -players complain skill point increase is getting out of hand (as a result of global loot, and certain event rewards) -Devs, add a shield with magery skills (the one that needs to be nerfed the most),  Shields should probably become disarm-able with this patch.
#45
CovenantX said:
Cookie said:
I do have to laugh, they are trolling us, it is quite brilliant. 🙂

There is data on uo-cah, and Kyronix has just become my favourite person in the world, anyone have any issues with that, you can take it up with me. 😂

 I wonder why the +5 Magery/Eval-int shield isn't listed there?  Edit: It's listed in the full list of 'new rewards', but not in the list that has each category by date/publish yet.

 -players complain skill point increase is getting out of hand (as a result of global loot, and certain event rewards) -Devs, add a shield with magery skills (the one that needs to be nerfed the most),  Shields should probably become disarm-able with this patch.
These skill points will in fact be the first skill points added to my mages, i’m ok with that.
My general opinion on mages, is adding +skill, detracts other vital properties a mage needs, weakening them.

It’s the warriors posing as mages that are the issue, not the mages, we will have to continue disagreeing.

Seen the new waki lately, and you choose to complain about a shield? 

I’m not having a go at the waki either, my warrior loves it.

#46
Cookie said:
CovenantX said:
Cookie said:
I do have to laugh, they are trolling us, it is quite brilliant. 🙂

There is data on uo-cah, and Kyronix has just become my favourite person in the world, anyone have any issues with that, you can take it up with me. 😂

 I wonder why the +5 Magery/Eval-int shield isn't listed there?  Edit: It's listed in the full list of 'new rewards', but not in the list that has each category by date/publish yet.

 -players complain skill point increase is getting out of hand (as a result of global loot, and certain event rewards) -Devs, add a shield with magery skills (the one that needs to be nerfed the most),  Shields should probably become disarm-able with this patch.
These skill points will in fact be the first skill points added to my mages, i’m ok with that.
My general opinion on mages, is adding +skill, detracts other vital properties a mage needs, weakening them.

It’s the warriors posing as mages that are the issue, not the mages, we will have to continue disagreeing.

Seen the new waki lately, and you choose to complain about a shield? 

I’m not having a go at the waki either, my warrior loves it.

   The Waki (storm lord's steel) is broken because of a specific magic property procing on attacks that it's not intended too (Who the f**k knows how long it's going to take for that to get fixed?)... also, mages are using that too btw.... apples to oranges in comparison to the real issue, nothing new there.

 the shield is bonus skill to skills that won't affect the mastery with better and more useful properties on an item that only had +10 parry as a useful possibility before (which again, affected Parry Mastery if you used it for the +10 parry), now that slot has reactive paralyze as well... it's a good item, but counter productive if they want to bring more balance to an imbalanced era of pvp.

I don't like the waki, because it's one of only two 'effective' things dexers have, to even contend with parry-mages..   it's all splintering weapon & sparks, damage overtime garbage to use as interrupts because there's nothing else to use as a counter when you can't land hits often enough to interrupt,.  it's pretty f**king stupid to pigeon-hole every dexer into using specific items (weapons) because they're considerably less effective without them.   that's the result of Parry being the way it is. 
#47
you talking about this ?

Hit property “Sparks” no longer triggers on special moves

#48

Skett said:
you talking about this ?

Hit property “Sparks” no longer triggers on special moves

   yes, but it's still going to be used as a fall-back excuse (to keep parry broken). even if the fix works as described.

#49
ya parry needs adjusted for sure but how it is, is the problem to many opinions I guess
#50
Hate to say it, but a lot of the new Artifacts suck. Corsair's Insignia, Libram of the Stormy Seas, and Blackheart Baubles are fine.

Fortune's Visage is just straight hot garbage (absolutely inferior to Mark of Wildfire in all ways).

Sea Tempest's Bulwark is more of a PvP item (when Parry Mages are already a problem), and PvM Mages have a lot of good options from Hook's Shield to even currently spawning Legendary Artifact Shields. Good Dexxer shields though, are relatively rare, you basically have to buy a no-name Legendary (which no longer spawn) if you want a real good Dexxer shield.

Skullcarver is meant to be a PvP Wep, but good luck getting dexxers to drop Splintering for a Curse effect when the Hit Curse effect has a 30 second cooldown, and will just be insta appled. Curse doesn't matter either when you're spamming AIs.
#51

Skullcarver is meant to be a PvP Wep, but good luck getting dexxers to drop Splintering for a Curse effect when the Hit Curse effect has a 30 second cooldown, and will just be insta appled. Curse doesn't matter either when you're spamming AIs.
    I use curse scrolls on my dexers (most people I pvp with do as well)... didn't even know there was a 30s cooldown on hit-curse property. tbh.   I'm pretty sure the only weapon that has it (currently live) is a gargoyle-only weapon with 10%. such a rare proc it isn't worth using. when curse scrolls are a consistent and controllable 'curse'.

  Tbh, the skullcarver isn't horrible (though I am still annoyed that it's "Cannot be repaired"- especially when all the better non-weapon rewards have no negative properties (aside from shard-bound?)), it's just a bad weapon type for a hit-curse property, AI as you said, isn't affected by resistances so curse is useless as it relates, and concussion blow's added damage is also direct damage unaffected by resistances, so that leaves the 'auto-attack' damage from concussion blow and of course, regular auto-attack hits.    
#52


Sea Tempest's Bulwark is more of a PvP item (when Parry Mages are already a problem), 

I'm sorry, is there a problem giving a reward to pvp mages?
Especially considering the bokuto, and the waki weapons that have been given as rewards.

For some of us, this is 100% our playstyle.

And parry mages would not exist, if they did not have to, they are a symptom, not the cause - I could use 120 skill-points in a much more fun way in another mage skill if I could - but this is where we are.

My main character, a pure mage, is now retired from PvP. and basically everything.

The talisman, the spellbook, the garg earrings, the shield, bringing back some older items - all great.

The weapon - is a wierd one, interesting, I will accept the warrior players opinions on that item, as I have no interest in weapons 🙂
#53
Hate to say it, but a lot of the new Artifacts suck. Corsair's Insignia, Libram of the Stormy Seas, and Blackheart Baubles are fine.

Fortune's Visage is just straight hot garbage (absolutely inferior to Mark of Wildfire in all ways).

Sea Tempest's Bulwark is more of a PvP item (when Parry Mages are already a problem), and PvM Mages have a lot of good options from Hook's Shield to even currently spawning Legendary Artifact Shields. Good Dexxer shields though, are relatively rare, you basically have to buy a no-name Legendary (which no longer spawn) if you want a real good Dexxer shield.

Skullcarver is meant to be a PvP Wep, but good luck getting dexxers to drop Splintering for a Curse effect when the Hit Curse effect has a 30 second cooldown, and will just be insta appled. Curse doesn't matter either when you're spamming AIs.

I'm reserving my complete opinion on these items until I fully test the items and try to add them to some suits I have, but yes my initial take on the new items is that the totem/spellbook were the standard plug and play items with a new slayer but same stats as previous versions (safe choice) & the garg earrings was refreshing to see some garg love trying to bring Yukios earrings to the garg race.

Agree 100% that the dexer luck helm is not good and does not have enough intense properties (outside 250 luck) to make it usable. The Wildfire mask is far and away the superior item.

The Bulwark shield is a bit of a head scratcher for me.

Genesis Gem (haven't used yet) but initial thought is that (in CC) it turns my triton from green to red... meh.

The skullcarver looks interesting but I didn't know that about the curse property. I don't mind the fact it's not repairable if it's going to stay as a black market reward. I'd actually be in favor of getting high intensity items that aren't repairable if we are able to continue to get them.
#54
Shouldn't fortunes vistage be a pirate hat ;)
#55
agreed it should be 
#56
Skett said:
agreed it should be 
if not at least transmogable
#57
Does anyone have any idea, other then based on personal preference for one or the other type of hunt, which among the multiple ways possible with this new Event will be the most efficient way to get Pirate Hats ?

Not all people have that much time at hand to spend playing a computer game, some might have time constraints and, thus, might not be too much picky in chosing the type of Hunt that they enjoy the most even if not the most efficient one... some might be forced to have to pick the most efficient one, even if it is not the one which they might enjoy the most, due to their scarce time at hand to play...

Personally, I would guess the Void Pool could be the most efficient way considering how the waves increase in numbers and toughness of creatures so, the rate of kills is very high... but this is a mere guess...

What do players think in this regard ? What is their guess ?
#58
popps said:
Does anyone have any idea, other then based on personal preference for one or the other type of hunt, which among the multiple ways possible with this new Event will be the most efficient way to get Pirate Hats ?

Not all people have that much time at hand to spend playing a computer game, some might have time constraints and, thus, might not be too much picky in chosing the type of Hunt that they enjoy the most even if not the most efficient one... some might be forced to have to pick the most efficient one, even if it is not the one which they might enjoy the most, due to their scarce time at hand to play...

Personally, I would guess the Void Pool could be the most efficient way considering how the waves increase in numbers and toughness of creatures so, the rate of kills is very high... but this is a mere guess...

What do players think in this regard ? What is their guess ?
No need to guess popps get on test and learn for us all 
#59
it hasn't been out 24 hours yet but it seems to all be slow drop rates to me @popps
#60
popps said:
Does anyone have any idea, other then based on personal preference for one or the other type of hunt, which among the multiple ways possible with this new Event will be the most efficient way to get Pirate Hats ?

Not all people have that much time at hand to spend playing a computer game, some might have time constraints and, thus, might not be too much picky in chosing the type of Hunt that they enjoy the most even if not the most efficient one... some might be forced to have to pick the most efficient one, even if it is not the one which they might enjoy the most, due to their scarce time at hand to play...

Personally, I would guess the Void Pool could be the most efficient way considering how the waves increase in numbers and toughness of creatures so, the rate of kills is very high... but this is a mere guess...

What do players think in this regard ? What is their guess ?
Play the game.   Didn’t take you long to start asking questions. Live on test for 24 hours and you are off.  How about you stop trolling here and jump on test instead of waiting for easy mode thanks to other players’ graft 
#61
If Fortune's Visage is meant to be a Dexxer Luck Helm, then i'd replace the 4 HPR with +10 Stam, and increase the Resists (Capped Resists are actually hard to get on a real high Luck suit), at least. Even then, i'd be hard pressed to replace my Blackthorn's Plate Helm variant of the Mace & Shield Glasses for them, the 30% HLD is just so useful that i still use that helm on my Dexxer Luck Suits, even though it has 0 Luck.

The Skullcarver would be better off with 70% Hit Fireball than Lightning, that way it could interrupt spellcasts better and synergize with Corpse Skin more. Elves also wouldn't be more resistant to it's proc damage then.

Balron Bone Armor is still a BiS piece for most dexxer builds.

The Ranger's Cloak of Augmentation is surpassed by the Serpent Skin Quiver nowadays.

Wildfire Lantern perhaps has some very niche uses (like if you have a FCR gap in your suit for some reason), but most PvM spellcasters go for Hook's Shield due to the higher SDI and FC 1, or for Legendary Artifact shields that give more Mana benefits (SC/+5 INT/+5 Mana/+4 MR/+10% LMC/30% Soul Charge).

I like the idea of adding rewards that change the appearance of pets, or give other versions of them. The Ozymandias' Hiryu that was basically a Lesser Hiryu version of Paroxysmus' Swamp Dragon was a smashing success, i'd love to see a horse version that looks like the Charger of the Fallen with the PvM Damage Reduction. An item that makes Cu Sidhes look like an Ancient Hellhound would be great too. Or something that would make a Najasaurus look like an Ophidian variant.

#62
Skett said:
it hasn't been out 24 hours yet but it seems to all be slow drop rates to me @ popps
I was thinking the same thing myself. I wasn't sure if I was using an inefficient way but I was at the void pool yesterday for about 30min (I got to wave 21) and got zero drops. Luck was at 1700 and I was in Fel. I'm not saying I should have gotten 30 drops by then but not getting a single drop after killing well over 100 pirates (with 1700 luck + Fel bonus)?? Drop rate seemed very low.

If Fortune's Visage is meant to be a Dexxer Luck Helm, then i'd replace the 4 HPR with +10 Stam, and increase the Resists (Capped Resists are actually hard to get on a real high Luck suit), at least. Even then, i'd be hard pressed to replace my Blackthorn's Plate Helm variant of the Mace & Shield Glasses for them, the 30% HLD is just so useful that i still use that helm on my Dexxer Luck Suits, even though it has 0 Luck.

Completely agree. I even wrote something similiar (before I saw this) in the Pub 117 feedback thread.
#63
Could it be that the spawn is on but not the drops in fel? I did one run in tram yesterday with my bard just two others we only made round 25 and I got 2 or 3 drops 
#64
Grimbeard said:
Could it be that the spawn is on but not the drops in fel? I did one run in tram yesterday with my bard just two others we only made round 25 and I got 2 or 3 drops 

Certainly possible. I'll venture over to Tram and give it a try today with same char
#65
The new instruments can be tuned to Stones.


#66
Heck Ya!!
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