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Posted

It's too late to do this for the anniversary event, but as a recommendation for future events that have items scattered around the zone that you click on for rewards, with a possible 'ambush' -- change the logic so that, when an ambush occurs, the rewards drop when the ambush is defeated. One of the things I'm seeing with the anniversary event is a majority of players clicking on the time capsules to get the anniversary token, then zooming away to leave the ambush behind them for someone else to clean up, and if no one does, the respawn of the capsule is significantly delayed. I mean, the ambush for a solo character is three white minions, something which should not be a noticeable threat to a character; if you can't be bothered cleaning up your own mess, why should you expect someone else to do it for you?

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Posted

I tend to clean up, though I did leave a group of Rikti standing around since i already had their badge (and I forgot I was on a team of 8, barely got away)

Posted

Another option, which may be a bit controversial - either cap the enemies to the max level of the zone, or simply don't permit players to interact with glowies in zones that they've outleveled.

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Posted
44 minutes ago, biostem said:

Another option, which may be a bit controversial - either cap the enemies to the max level of the zone, or simply don't permit players to interact with glowies in zones that they've outleveled.

My first thought, which would have gone over about as well as a barbecue in a vegan community, was to give the ambush spawns a teleport ability that would lock onto the character clicking on a capsule and automatically teleport them to the character's location if the ambush spawn was still around when the character clicked on another capsule, so that if they clicked and ran, they'd be building up bigger and bigger ambushes until the alpha from the teleporting mobs got them, with the 'orphan' ambushes despawning as soon as the character is defeated. But it would have been funny to watch.

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Posted (edited)
10 minutes ago, srmalloy said:

My first thought, which would have gone over about as well as a barbecue in a vegan community, was to give the ambush spawns a teleport ability that would lock onto the character clicking on a capsule and automatically teleport them to the character's location if the ambush spawn was still around when the character clicked on another capsule, so that if they clicked and ran, they'd be building up bigger and bigger ambushes until the alpha from the teleporting mobs got them, with the 'orphan' ambushes despawning as soon as the character is defeated. But it would have been funny to watch.

Can they set these mobs to a) not move from their spawn point and b) to de-spawn if the one who caused them to spawn goes out of range, (granting no XP)?

Edited by biostem
Posted
1 hour ago, biostem said:

Another option, which may be a bit controversial - either cap the enemies to the max level of the zone, or simply don't permit players to interact with glowies in zones that they've outleveled.

 

So, I get a character, level them to 41.

I now can't hunt glowies in FF, I've outleveled the zone.

I now practically can't hunt them in PI, since I'm 41 and the mobs will be 50. Said character - and most characters, I'd say - can now not practically play the event without begging for teams.

 

Not controversial, just ... not good.

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Posted
1 hour ago, Greycat said:

 

So, I get a character, level them to 41.

I now can't hunt glowies in FF, I've outleveled the zone.

I now practically can't hunt them in PI, since I'm 41 and the mobs will be 50. Said character - and most characters, I'd say - can now not practically play the event without begging for teams.

 

Not controversial, just ... not good.

Enemies would be capped at zone's max level, not set at. So the mobs should still spawn at your level as long as you are not above or below the zone's level range.

Posted

The OP suggestion of gating the rewards behind beating the mobs works best for encouraging (forcing) the behavior of cleaning up the spawns instead of ditching them.

 

Capping their level or tethering them to their "summoner" does nothing to prevent them from bailing from the mobs or zoning to break the chain if the glowies still pay out immediately.

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Posted
On 5/1/2024 at 10:11 AM, srmalloy said:

It's too late to do this for the anniversary event, but as a recommendation for future events that have items scattered around the zone that you click on for rewards, with a possible 'ambush' -- change the logic so that, when an ambush occurs, the rewards drop when the ambush is defeated. One of the things I'm seeing with the anniversary event is a majority of players clicking on the time capsules to get the anniversary token, then zooming away to leave the ambush behind them for someone else to clean up, and if no one does, the respawn of the capsule is significantly delayed. I mean, the ambush for a solo character is three white minions, something which should not be a noticeable threat to a character; if you can't be bothered cleaning up your own mess, why should you expect someone else to do it for you?

SO, they are sharing the gift to others.

I went to Ouroboros all i got was this lousy secret!

 

COH bomp bomp: 

 

 

Posted
On 5/1/2024 at 5:19 PM, srmalloy said:

My first thought, which would have gone over about as well as a barbecue in a vegan community, was to give the ambush spawns a teleport ability that would lock onto the character clicking on a capsule and automatically teleport them to the character's location if the ambush spawn was still around when the character clicked on another capsule, so that if they clicked and ran, they'd be building up bigger and bigger ambushes until the alpha from the teleporting mobs got them, with the 'orphan' ambushes despawning as soon as the character is defeated. But it would have been funny to watch.

 

That would actually tempt me to "click and run."  Bigger and bigger ambush waves?  Heck yes!

 

... Sorry, Praetorian survivor here.

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