2025-06-14 13:38
#0
The waiting
I'll start off by saying I like the idea of having more things to do, more ways to participate. I think it's a good idea, as we saw with the last ToT, having different things to do breaks up the monotony, the nightmares, Tmaps, ToT, and champ spawn running was nice as it gave us choices where to spend our time. The key being that I could pick my activity for the day and jump right in then and there, no matter when I logged in, and do it. Since I'm sure the contrarians will chime in,'Oh but username you had to wait for the champ to respawn, or the town to switch for the ToT' Ok cool, so sometimes if unlucky I had to wait like 15 minutes.
'Ok then participate' No, the ToT portion is f**king boring and there's nothing I can do about that for 4+ hours at a time, even if I participate.
That's where I think this one falls short: everything is happening in sequence and in some cases on very long timers and even dependent on other player's involvement or just purely wait , ie, nothing I can do about it.
For example, I'm looking forward to the 'void pool' portion of the event.... but it's only active for 1 run in possibly an 6-8+ hour time window? As it currently stands I have not been able to catch the void pool portion on Baja with my play schedule at all.
A player that prefers to do crafting activities spends a ton of time gathering resources to destroy the walls... again possibly every 6-8+ hours?
Why? Why not have each activity on it's own individual timer. I don't want to wait to do this, or wait to do that. As it currently stands, at minimum if I want to do a specific activity during this event it's at least a multiple hour wait, and on less populated shards, it's very possible for some of these activities sit stagnant for a long time.
My suggestion:
- Have the walls respawn every X minutes (with some way of bypassing them to get in to the city, maybe a rope bridge)
- Have the commanders spawn every X minutes, only one at a time (on the outskirts of the city, tether there so they don't interfere with the void pool).
- Have the boss spawn X minutes after all commanders have died (on the outskirts of the city, tether there so they don't interfere with the void pool).
- Run the void pool on a X minute interval in the center of the town.
- Run the ToT portion on an 4hr on/off cycle. Or just remove it, ToTs are boring bot fests.
Rewards
I like the turn-in point rewards overall, especially the inclusion of luck gear, which players have been asking for a long time. The deco is great, there is a good amount of it, and I like the new artwork. I hope this trend continues; doesn't make any sense to re-release old gear when you can put luck on it (or skills) and reduce the pure stats a bit, so we have more options.Balron bone armor again? Kind of annoying, considering how many were given out exactly 1 year ago. Again, was a perfect opportunity to make something different: lower the stats a bit and put luck on it so players have more options. Sigh.
Phase 1 (destroying the walls) rewards aren't worth the effort spent. Crafters should be rewarded with turn-in point drops in addition to the rubble, especially for the catapulting part.
IF all the phases of this event were able to run simultaneously, each should have their own unique set of rewards that don't overlap with other activities and can only be gotten through doing that specific activity. IE, rubble only by breaking walls. Certain deco only from the generals/boss. Etc.



