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Rudra

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Everything posted by Rudra

  1. If people don't care about the lore? They don't have to read any of it. However, the Reward Merits reward players for playing the game's story content. And papers/radios are not story content. Neither are Safeguard or Mayhem missions. I'm going to guess you haven't actually done any alignment or morality missions. They don't change. Each level range has a pool of available alignment missions that can be gained as drops or bought with Reward Merits. Each of those alignment missions has set enemies and objectives every time. The maps may change, but nothing else does. Each level range has two different moralities available. Each of those moralities has a preset map that never changes with defined enemies that never change and defined objectives that never change. And each of those moralities includes something going on with the assigned adversary and helper (if appropriate). So no, they are not similar to radio/paper missions or Safeguard/Mayhem missions. We've been arguing for 3 or 4 pages now. I've already been warned (twice?) not to do that. So I'll leave any further discussion to others for the time being.
  2. Absolutely. Radios/papers aren't structured content though. It is effectively a single mission that grabs a random tiny map, assigns a random level appropriate enemy faction, and a random objective. (Edit again: And then populates the radio/paper mission list with three of those. Which can all be the same.) Do five (three for the lower levels) of them and you get a Safeguard or Mayhem mission offered. That Safeguard or Mayhem mission's purpose is to give players access to otherwise locked contacts. The Safeguard and Mayhem is itself a single mission that draws the level appropriate zone map, populates with map-assigned enemies, and randomly draws from the five available side missions up to that map's limit of 1-5 side missions. That is filler. Not structured content. I couldn't care less what happens in other games. They are poor comparisons. WoW for instance requires players to spend in game money to get their next power or keep their current power upgraded. And the money it demands for that is ridiculously beyond anything a player can ever hope to have by playing the game at that point. I remember the game demanding I pay 5 gold for my power (edit: just one of the powers my level said I should have!) when at my current level, I barely had 3 silver. At 100 silver = 1 gold. WoW also requires players to have the correct gear to succeed. City of Heroes does not have gear requirements. No one is going to turn anyone away for not having Dark God Ultimate Indestructible Armor Of Everlasting Damage Reflection, because garbage like that doesn't exist. (I don't remember or care to remember actual WoW gear, so my made up example will suffice. And I don't care to have actual WoW gear pointed out to me.) If a player joins a raid and lacks IO sets, you know who checks and reprimands them? No one. Edit yet again: And here's another thing: unlike TFs/SFs, trials, or contact story arcs; radio/paper missions and Safeguards/Mayhems tell players nothing about the game's story. At all. There is no lore. There is no NPC interactions going on that actually mean anything. Nothing at all. Even the explore badges have something about the game's background history tied into them. It may not be relevant to any of the current goings on, but they still fill in gaps in the lore. Whereas the repeatable missions like papers/radios and the Safeguards/Mayhems do not.
  3. The "poor players" is sarcasm. I don't view anyone as being a poor, helpless player. It is me pointing out that every time someone argues 'this is to help those poor, new players who don't have the mental capacity to figure out basic game aspects unless we or the game specifically tell them, or have the courage to ask for help, or are being constantly harrassed and driven off by those mean ol' veteran players who expect them to be instant experts on the game when they do ask for help' is demeaning to said new players and ignores that the game does give guidance for every basic function and endeavor. For instance, your statement that the game does not give new players direction on getting Reward Merits, except the game does. The tutorials walk new players through the expected game progression of getting a contact, doing that contact's content, getting introduced to a new contact to do their content, and getting rewards for all of it. Seems like pretty solid guidance to me for new players to do the actual content and not farm radio/paper missions into Safeguards/Mayhems which are not mentioned in the tutorials at all. Except a "new player", which is what you were advocating for at least initially, won't even know Ouroboros exists. The only way for a new player to know about Ouroboros is to have played to the point where they came across and completed one of the time travel arcs contacts have that unlocks access for them, have a friend that got them to play tell them beforehand, have watched a YouTube video about the game that covered it (in which case they also had the opportunity to have watched videos on how to make money in the game), read about it on the wiki or forums *gasp*, seen it being discussed on the Discord, or seen chatter about it in game (at which point they would probably be asking others what it is). So they aren't going to just pop in the game for the first time, you know, a new player, and go "Can someone open an Ouroboros portal for me please?". A new player, as in one that has absolutely no idea about anything in the game, is most likely going to run through one of the tutorials, complete said tutorial and enter the actual game, and having entered the actual game, already have a contact with waypoint marker to go to and start earning rewards. A new player joining vets will most likely be joining a DFB or a TF. Where that new player will earn Reward Merits upon completion. I don't see PI radio missions being advertised in Atlas Park or Grandville paper missions being advertised in Mercy Island. Those are usually being advertised in zone. And a new player's first contact with a radio or paper contact is after (s)he/they leave Atlas Park or Mercy Island. (Edit: Especially since I see near constant TF advertisements across several chat channels harping about the double merit reward for it being a WST from the team recruiter. So new players are pretty constantly being inundated with references to Reward Merits. That should make it clear to anyone that they are pretty important.) You're talking about experienced players. New players, as in honest to goodness new to the game players, won't know anything about the story. They haven't even seen it yet. And they have to see/experience the story to have a valid opinion of said story. So they should be routed to the regular contacts so they can form their own opinion. What they also notice is "they level as fast. if not faster" when on a TF team. Which gives Reward Merits. Yeah, you're making another assumption. A lot of us have alts. Lots of alts. And we're broke. Finding funds for our characters is part of the game.
  4. Which does not contradict @Yomo Kimyata's post since that post says is opposed to adding rewards. Here is something this comment misses: Ouroboros story arcs are the game's contact story arcs and cannot be done until you have either completed that story arc on that character or you have outleveled it. So a new player, which after all is what you keep saying this is for, won't even have access. The only way to access Ouroboros is to complete a time travel story arc which requires that player to not spend their time just running papers/radios followed by the Safeguard/Mayhem, use a Pillar of Fire and Ice they have in their SG base, which they should not have access to because making a SG and building the base isn't something the game directs players to do and as everyone advocating for the new players keeps saying, without game specific direction, they can't figure these things out, or getting an Ouroboros portal from someone else and grabbing the Ouroboros explore to get their own portal. And even then, if said new player got access to Ouroboros at level 1-14, they still can't use the crystal until level 15. And then at level 15+, they still can't do any arcs they have not yet done or out-leveled. So what should these helpless new players do? Be directed to playing the game's content and using their contacts to get missions. Just like the game's tutorials directs them to.
  5. How would this negatively impact a player that soloes GMs? That player can just turn on the marker and beeline to the GM to take down every time. It's a GM. A giant sack of HP. The only information players need is that it is out there and dangerous. Because it is giant monster, any new player should automatically be considering that it may be too much to solo. That should come from how dangerous just random minions on the street are. And they can learn more as they join teams advertising to take down said GM. (Unless a solo GM hunter already did.) And isn't this suggestion supposed to be for the new players? The ones that really shouldn't be tackling GMs without help in the first place because they aren't built for it yet? The ones that when they see the GM notice in the chat window can just go to the zone and ask if there is a GM team they can join?
  6. At double xp, you are getting zero inf' for defeats and only getting mission completion rewards. And it has zero effect on Reward Merits. You're full of it. This requires you to farm the correct story arcs. Which is why there is a guide somewhere that tells players what are the most optimal story arcs to run for merits. If a player chooses to take a route that is known to reward zero Reward Merits, that is their choice. If a new player chooses to do so, that player should be advised to go do the game's contact driven missions instead. A new player should at least experience the game first before trying to bypass it. That doesn't mean their advice of skipping the game's content to farm radio/paper missions is a good thing. Nor should it be supported. Those are veteran players. They know what they will or won't be getting if they choose to go the paper/radio route and focus on Safeguards or Mayhems. Exactly. And that is their choice to make. Why should the game be changed then? They already knew they weren't going to get any Reward Merits before they even started. Great! Thank you for providing others that guidance. Nevermind the story arcs that only give 2 merits for doing 3 or more missions because of how quick and simple they are? Congratulations, you murdered your own argument.
  7. One. I can agree with one Reward Merit if all five side missions are done. I'm not a dev, I have no say in what they do, but I can only agree to a single Reward Merit for doing all five side missions combined.
  8. I can agree with that. Make it so that all five side missions are done, and then I can agree with a Reward Merit. Yes, that would mean only the Founders' Falls and Peregrine Island ones would be able to grant a Reward Merit.
  9. TFs and SFs are part of the story. The story arcs we get from contacts, the TFs and SFs (which are also story arcs just from repeatable contacts), the trials, and the lore on the plaques scattered around the zones all form the story of the game. Even alignment and morality missions are part of the story, just peripheral parts. (Edit: And that peripheral story will only be seen by players paying attention to the moralities. Such as Frostfire's, Desdemona's, and possibly the ice queen's redemption. Also Flambeaux's fall. How and why it happens, explaining why they are different between the early and late games, is shown in the moralities.) Repeatable missions regardless of radio, paper, or the Dark Astoria and First Ward/Night Ward repeatable contacts are not part of the story. They are fillers where randomly inserted enemy faction with randomly assigned objective can be run without end so players can have missions to get them to the next contact or level range. Safeguard and Mayhem missions are not part of the story either, just an unlock mechanism that lets players play the part of bank robbers and heroes stopping bank robberies.
  10. The mainstreaming of filler content as if it was real content. Edit: Scratch that. Radios and papers already give limited rewards. It is the addition of Reward Merits to filler content as if it was ever intended as actual game content. (Edit again: The live devs even removed a lot of filler so players could get to the stories easier and faster. And now you want to add Reward Merits to filler content like it is supposed to be treated as content the devs put real effort into making rather than the mad libs process of radios and papers.)
  11. Yes, they do. Here is how they differ from your proposal though. Explores can only ever be gotten once per character. Ever. And there is a finite number of zones available. Want to get them again on that character? You have to delete that character and start over. Morality and alignment missions have their own restrictions. You have to complete 10 alignment missions to be able to get a morality mission. And then you have to wait for that morality to drop from a defeated mob. Then you have to complete that morality, which often involves multiple parts to the mission (edit: which cannot be skipped unlike side missions), to get the Reward Merits for it. You cannot bypass any part of that by unlocking a contact that lets you just run morality missions back-to-back. As opposed to Safeguards and Mayhems which can be run back-to-back, and even expedited, and have no limit to how many times they can be run. Look, I agree with you on one thing you said. Players should be free to level their characters however they want. However, there is a caveat to that. Those that choose to level or progress through means other than standard presented game play should do so with their eyes open and understand that some avenues of progression are not going to be conducive to hitting level 50 and immediately being able to slot as they please. Even playing through the game's main content won't let players do that. (Players that know how to can have the inf' available by then, but we're not getting into that.) So if a player chooses to not do the main content and instead just street sweep their way to level 50? Go for it, but understand that the only rewards available that way are mob defeat rewards. If a player chooses to level only doing radio/paper missions after they unlock them at level 5? Go for it, but understand that those don't give Reward Merits. If a player chooses to level only playing AE content? Go for it, but realize that not only are there no Reward Merits, but there are also no mission completion rewards. In other words, some paths of progression are to be considered advanced options that only more experienced players should be tackling, not expecting to give the same rewards as running story arcs and TFs/SFs.
  12. Please tell me you are joking. The game introduces players to contacts immediately. They do the tutorial, and when they get out of the tutorial, they have a contact the game told them to go talk to. That contact gives missions and then another contact. And as the player moves through their contacts, they get Reward Merits for doing the story arcs. The game absolutely makes it clear they can get Reward Merits. It is players that keep telling other players "no, don't do the content, you can go back to those later when you're fully developed. Instead come do these radio/paper missions in a zone where you won't survive at all unless you are already part of my team and be sidekicked up and get to level 50 fast that way". If a new player chooses not to do the tutorial and so that player does not get immediately introduced to a contact? That's on them.
  13. And how much warning did anyone get about spawning a Winter Lord before this year? None. At all. He spawned from any present on the map. And he has always been available in all the zones. Just last year I was on a Winter Lord hunting team in Atlas Park because I happened to be in the zone when he spawned. You're arguing that the Suspicious Packages are detrimental, especially to low-levels in low-level zones, but he has always been spawning on low-levels even in low-level zones. What makes the Suspicious Package so egregious when the regular presents from previous years was not while doing the exact same thing? (Edit: And yes, he would spawn from the regular presents on solo players even if that character was just level 1.) Edit again: Now at least we can tell other players they should leave the Suspicious Packages alone unless they want to face a Winter Lord, and those just gathering presents can go "Okay, got it. I'll just grab the brightly colored ones that aren't the size of a waiting Winter Lord then." Something we couldn't do before. Another edit: For that matter, the author could have gone "Wait a minute, this present is different than previous years" and then ask in Help or Broadcast if anyone knew what was the deal with the new, over-sized, grey and blue present marked "Suspicious Package" and been warned beforehand. The author's OP very much implies previous knowledge of the event after all.
  14. Then run them. Edit: I am so tired of the new players arguments. To even the newest of players, it should be extremely obvious there is more to the game than radio/paper missions and/or Safeguard/Mayhem missions. Veteran players advocating the radio/paper teams because it is the fastest way to get to 50 outside of AE farms without telling others the downsides of doing so is a player issue, not a game issue. And even just running papers/radios on a team in PI, those new players can still AH or vendor their recipe, salvage, and enhancement drops. Add to that the fact they were able to get to level 50 without having their powers understood or enhanced, and they can just keep on running with those teams and accruing inf', recipes, and salvage to outfit their characters with. And at level 50, they can slot their SOs that those level 50+ enemies are dropping and be perfectly fine. They won't be as powerful as an IO'ed out character, but they will still be plenty powerful for the game content. And then they can learn about IOs and the market to build up their IOs and replace their no longer subject to degradation level 50+ SOs.
  15. Agent Hassel. Once you get the badge that unlocks him, you can do constant Safeguard missions.
  16. I can't really help you then. I'm left with my fallback response for these situations. Re-validate the game files. Check for memory leaks. Check the hard drive for bad sectors the game may be on. All the standard "what is going on?!" checks.
  17. This is a suggestion, not a bug report. The change was intentional and is working. I don't like it any more than you do, but that doesn't change that it was intentionally done, making your request a suggestion or feedback.
  18. No, I haven't. Are you sure you don't have a background program interfering with the game? Or a virus? Watch your computer processes when you play, see if there is something else that spikes and then see if that remains spiked even after you close the game. (Or, and this is very unlikely given the age of the game, check to make sure your computer meets the game's minimum specs.)
  19. Can you clear those by taking down just 2 spawns? The one at the vault door and the one in the lobby in a Safeguard? Or do you have to actually have to put in effort of some kind? That is all it takes to clear a Safeguard. The time it takes you to get to the bank and take down two groups of enemies. So no, I don't find your argument compelling. (Edit: There is a starter arc red side that can be blitzed in 7 minutes or less depending on your build. It has 3 parts to it though.) (Edit again: There are also single mission badge missions we can farm in Ouroboros in about 5 minutes or so. However, they usually include an escort we have to protect or fail the mission. So even those require more effort than drop two spawns and click the exit button. You want Reward Merits? And you want them fast? Go do things that actually involve risk and effort. There are several fast ones you can grab.) Yet another edit: This is probably going to sound rude and I apologize for it, but it needs to be said. You saw when you did your first Safeguard or Mayhem that it rewarded 0 Reward Merits. So you knew going into it that you weren't going to get any merits when you decided to level up through Mayhems and Safeguards. So the only way that was a "Level 50 and Broke Trap" was by consciously choosing to go through with it. That makes it not a trap, but a choice. You chose to take a route you knew after you did the very first one would hamper your ability to amass merits. That is a "you" choice. And just because power-levelers are giving poor advice to other players does not mean the game should adjust to make it good advice. There is an entire game to be experienced, and radio/paper missions aren't it.
  20. Sorry @Greycat, but I have to disagree with you on this one. The Suspicious Package is already different from every other present in the game by its size and color. It already stood out to me as being different before I even read the patch notes. (I went back and read the patch notes when I spawned a Winter Lord and died.) Unlike other presents, it also has the unique identifier of "Suspicious Package". Sure, players may not read the patch notes, but it is an obviously different style present. Edit: There is also the consideration that the author stated in the OP that (s)he/they is/are an experienced player. (S)he/they has played the winter event before. And previous years would spawn a Winter Lord from any present once 100 presents were opened. So the author should have already known the possibility of spawning a Winter Lord on his/her/their character's head from interacting with presents. This year, it is just one specific, obviously different present.
  21. No. (Edit: Let's say Safeguards and Mayhems reward 1 Reward Merit upon completion. I already skip the sides, so I can clear a Safeguard or Mayhem in about 5 minutes. Maybe less, maybe more. That would be 1 Reward Merit for 5 minutes of play fighting 1 named adversary (that can be a boss or a lieutenant based on my difficulty settings), 1 lieutenant, and 4 minions. That is a ridiculously good reward for such trivial effort.)
  22. There are two kinds of presents starting with the winter event this year. If you don't want to spawn a Winter Lord and his support, then don't grab the Suspicious Package. Like @lemming said, that is the large grey and white present. Grab any of the small colorful presents and you won't get a Winter Lord.
  23. Oh yeah, we should probably discuss the permanence of "killing" giant monsters in City of Heroes/Villains. Let's start with Paragon City. Babbage, Paladin, and the Monstrous Construction: These are psychically held together bits of scrap metal animated by the Clockwork King's mind to accomplish what only he knows. Go ahead and take them down all you want. He'll make more when he's ready. Adamastor: He was banished a long time ago. He only manifests when the summoning ritual in Dark Astoria (now Echo: Dark Astoria) is completed. Take him down all you want. All you're really doing is taking down his physical world manifestation. He'll be back with the next summons. Eochai and Jack in Irons: These chosen champions of the Firbolg and Red Caps respectively are bound to their eternal war. Jack in Irons was found by the Red Caps in the spirit realm and brought to Croatoa. The Firbolg and Tuatha de Danan are bound to forever come back until the war is ended by the Red Caps. Kill all the Firbolg and Tuatha de Danan you want, they can't stay dead. And Jack will just shift back to the spirit realm until the Red Caps manage to get him back to the physical world. Still no permanent giant monster deaths. Lusca: This impossibly large octopus dives after each defeat, bringing less force to bear as it tires from its injuries. Defeating Lusca causes it to dive. No corpse floats there. It got away. Kronos Class Titan and Goliath War Walker: These are hardly unique entities. In one arc, you see several Goliath War Walkers lined up around the room and fight multiples of them to cross the map in another mission. Not as powerful as the shielded one in Boomtown, but obviously as a man-made construct, another can be built. The Kronos Titan is in the same boat. You see two of them in one mission. Take these giant monsters down and you place a severe dent in the finances of their respective manufacturers, but that won't stop them from making more. There is even a Giant Mek-Man that rivals both of these giant monsters that in some future missions are shown in (small) numbers scattered across the map. Still no permanent deaths. Sally: Flees the moment anyone hits her with anything. Kraken: This giant monster is described as a mutation of the Hydra Spawn. So if you kill it, assuming its lack of recognizable physiology allows our attacks to actually do so, another can still mutate into existence. (Edit again: Oh yeah, and we already know there are at least two in existence at the same time. There is the one in Perez Park and the one locked away by the Rikti as a guard in the Abandoned Sewer Network. So while we don't know the frequency of mutation, we do know it is at least an irregular uncommon occurrence.) Jurassik: This is the only giant monster blue side I am not sure about. Maybe it actually is unique and when defeated would go away forever. Or maybe another Granite will mutate into a new Jurassik. Unclear, but still not likely a permanent death. On to the Rogue Isles. Deathsurge: This electrical demon is not a separate entity in full. Like the Gremlins that plague the power centers of Cap au Diable, Deathsurge is a manifestation of the power harvested from Bat'Zul. As long as Bat'Zul remains the power source, the Gremlins will exist. As long as the Gremlins exist, another Deathsurge can appear. Ghost of Scrapyard: This mountain of a man is already dead. Captain Mako killed him. The Scrapyarders keep calling him back with prayer and magic ritual. You can't kill what is already dead. Take him down all you want. As long as the Scrapyarders are oppressed, they will keep calling to their champion, and he will keep answering. Caleb: The ultimate spectral demon, Caleb arrives in response to attacks on the other spectral demons. Not driven by madness, hunger, or other apparent reason beyond responding to the assault on the spectral demons, defeating him causes dissolution, not death. He can and will return. The Arachnos Flier: Another man-made construct, Arachnos has an entire fleet at their disposal with more being built. You can get one for yourself (briefly) in one of the SSA arcs. You can also see multiples of them in zone. These are the Black Helicopter Line transports, the PvP zone transports, and even specific mission transports. Only the one in Grandville engaged in anti-Arachnoid patrols or the TF are valid for the badge and can be attacked. Take it down and earn Arachnos' (angry) respect. They will field another though. They have lots. And then Praetoria. Seed of Hamidon: This colossal assault organism is known to not be unique. You face it in First Ward and Last Bastion. You also see several assaulting Imperial City when Praetoria falls. Still not permanent death as in once defeated you will never see another. So except for maybe Jurassik, all players do is temporarily stop the giant monsters. Giant monsters are a fact of life in Paragon City.
  24. That isn't a map geometry issue. That is a render limit in play. That map doesn't render all the spawns because of the render limit. So you can see the Freak' captains comments when you get near, but not find them until you have removed enough of the other mobs for them to finally be rendered. Or in your case, having spawns suddenly appear when you reach them.
  25. They were moved to Prometheus. Jack in Irons, like Eochai, is a spirit, a supernatural being from beyond the world. The only thing you can really do to him is banish him back where he came from. Congrats, you got the Giant Killer badge, but the war continues (as per the story) and Jack in Irons will return just like Eochai. Because leveling an entire neighborhood, killing everyone in it, is such a small scale activity. This game is not real life. It is a comic book we are playing in. In real life, every leader or government has to worry about taking care of their people to some degree. In a comic book, characters and organizations, even governments, can be out to destroy the world, conquer the world regardless of how many die in the process, and worse. In a comic book world, a government like Arachnos can be perfectly fine with letting most of their population die to see how many are strong enough, smart enough, or otherwise capable enough to survive on their own as long as their own assets are not destroyed in the process and not be a contradiction. Especially for things as small scale and defined as limited in scope as Deathsurge (all the Gremlins are supposed to only exist within a set radius of the main power lines and that includes Deathsurge) and (Ghost of) Scrapyard who is known to not himself be destructive. Or Caleb who is known to remain at his island while Arachnos already has anti-ghost and spirit technology ready to employ should Caleb for any reason move against them. For crying out loud, Arachnos moves people into the Gutter unless they are worth having elsewhere. And all indications are they are put there to be food for the Arachnoids that have intentionally been let loose. The war walls have only been broken in one area: Siren's Call. For the Rikti invasions, the energy fields of the war walls fail and so the Rikti are able to send their ships to attack. There is no giant monster anywhere in the game other than the Kronos Titan (edit: or the Goliath War Walker) with the capability of taking down the war walls itself. Even the Kronos Titan (edit: or Goliath War Walker) would have to spend an inordinate amount of time attacking a specific section of the war wall to collapse it, and it is a dedicated war machine. What is Jurassik going to do? Pound away at it with its car? It will be left hammering away at the war walls with its bare fists because its car will be immediately crumpled on impact. (Edit: Let alone giant monsters like Kraken who won't even be able to damage the walls at all. Or Lusca who would have no reason to leave the water where it can presumably find food to sustain it versus the tiny humans that it would need to expend more energy gathering and eating than we would provide it. Or Babbage in Boomtown who is motivated by the Clockwork King's plans rather than a mindless beast's desire to rampage.) And the time it will take Jurassik to hammer away at the war wall and get it to collapse, just for a small section, will probably take at least several days. And if Jurassik or the Kronos Titan were to stage an assault on the war walls? There is already a military response available for the mayor to call up beyond the hero response, which would also include the Freedom Phalanx and Vindicators. Those walls aren't coming down to to the giant monsters. Have you realized just how massively thick those walls are? And they are described as being reinforced even beyond their ridiculous thickness. Exactly. The war walls are a game narrative that says access to any of the zones can only happen by passing through the designated openings in the war walls. Their construction isn't just not easy to pull off. It is excessively over the top. You're talking about major dam sized construction, reinforced beyond even that architectural robustness for alien (actually alternate dimension human) attacks with advanced weapons. They aren't impregnable, but the amount of power it would take to break down just one small section is insane given how the game describes it. And because it is part of the game's story, regardless of the reason why they exist, they have to be accounted for. And that means the giant monsters of the game aren't getting past them. Not without a lot of time and energy devoted to it. Time that would give the city, the military, and the various super groups (both player and NPC) opportunity to respond and put a stop to before any major damage is inflicted on the walls. And all that? Is just from a lore perspective. When you get down to the mechanics of it? Adding giant monster markers would make it even easier for players to pop in, see no monster on the map, and then move on to the next zone for their monster hunts. Or if a monster announcement comes up, pop in to the zone, already know where the monster is, and put it down. You want new players to be able to get involved? Then don't make it even easier for the monster hunter players to fast clear the monsters by removing their need to check all the spawn points.
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