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Posted

Null The Gull has the ability to send you to a zone as part of its variety pack of functions...

 

Some folks are badge collectors, while I only keep up with them with one alt, others seem to do so with many of their alts if not all.

 

So it occurs to me, why not have Null The Gull send you to zones where badge events occur, so you could go to the Rikti zone where perma invasion occurs, a Nemesis Zone, and so forth. This way badge collectors can go to this places and acquire their badges any time, without having to form a team to do to spawn an event. Thus, keeping the effort casual, specially for those playing during low population times.

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Posted

I think it would be more an Ouro Crystal thing that might send you into the past to an instanced version of an invasion?

 

As long as all mob types would show up of course, though how to make the Nemesis GM able to be handled by a smaller number of chars.  I think he scales already, but I think there's a floor that is still way more HP than a small team could do.

Posted

Event badges shouldn't be something we can just walk up to a contact and get. Most events have a trigger, just run the TF to trigger them, go to the zone they trigger in, and do the event. Otherwise, if a zone for constant events were to exist, I would say treat them like AE. The event badges cannot be gained there, but do the events themselves to your heart's content.

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Posted
2 hours ago, Greycat said:

Generally against "let's make semi-special things not special any more by doing them year round," TBH.  It turns it from "holiday" to "everyday." 

None of the ones mentioned are time specific anyway.   Maybe you meant for one of the other suggestions?

 

I'd be fine with something that would be for a smaller number of players to be able to do.  Make it less lucrative in other ways, but make it so that the characters on small servers still can complete the badges at least.  

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Posted
4 hours ago, lemming said:

None of the ones mentioned are time specific anyway.   Maybe you meant for one of the other suggestions?

 

 

I do not need an interpreter, thank you, nor did I mention anything being "time limited." I'd think context would have made the meaning clear, but since not:

 

"Holiday" in this context is to illustrate something not common or by default happening every day.  (Thus the "It turns it from "holiday" to "everyday." ) 

People do, in fact, run those task forces with the goal of triggering invasions.  (Making it something "not everyday," similar to a holiday.) 

Moving it to a special "invasion zone" makes it everyday and removes a reason for people to run those events (or join those that want to run them.) 

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Posted (edited)
6 hours ago, lemming said:

None of the ones mentioned are time specific anyway.   Maybe you meant for one of the other suggestions?

 

I'd be fine with something that would be for a smaller number of players to be able to do.  Make it less lucrative in other ways, but make it so that the characters on small servers still can complete the badges at least.  

The OP isn't about making it easier to get the EBs and Nemesis during the events, it is just about having a place to go where the events are always going. So even with event specific zones added, getting specific enemies isn't going to be any easier. You will still need enough players in a given area to spawn the bosses, EBs, and unique. And with events like the Rikti Invasion which has multiple parts, you couldn't even run the zone as a constant event. It would have to run normally just so that it can time out and start over so all the phases are available.

 

(Also, just how small a population does a server have to have before they can't get the event badges?)

 

(Edit: And on a smaller population server, wouldn't the OP work against them? Since with the event zones, the players can quickly get bored of the events just like the players do with the current set up for the events because they will always have access, so less players are likely to want to join badge efforts for newer characters and/or players.)

 

Edited by Rudra
Posted
1 hour ago, Greycat said:

 

I do not need an interpreter, thank you, nor did I mention anything being "time limited." I'd think context would have made the meaning clear, but since not:

 

"Holiday" in this context is to illustrate something not common or by default happening every day.  (Thus the "It turns it from "holiday" to "everyday." ) 

People do, in fact, run those task forces with the goal of triggering invasions.  (Making it something "not everyday," similar to a holiday.) 

Moving it to a special "invasion zone" makes it everyday and removes a reason for people to run those events (or join those that want to run them.) 

Sorry I misinterpreted your "not special anymore by doing them year round"

 

Which was why I would make the "instance" version less rewarding, so more for small population or other reasons for just a small group.

30 minutes ago, Rudra said:

Also, just how small a population does a server have to have before they can't get the event badges?

Not sure how many people you need to spawn EB Zombies or even bosses.   And the Nemesis GM is very tough, though he does scale a bit.

 

And yes, not quite what the OP was asking, I suggested a bit of a mod.   Something for small groups that have limited time, could do.  Do I think it needs to be done? Not really, so more a thought experiment and sometimes they can lead to something else and it can be interesting to figure what could be done with an idea, even if on the surface it wouldn't be that workable.

 

Posted
On 10/14/2025 at 9:19 PM, lemming said:

though how to make the Nemesis GM able to be handled by a smaller number of chars. 

The Nemesis GM is triggered by the performance of the characters fighting the invasion forces; if there are only a few people fighting, they won't be causing enough mayhem to spawn the GM. So presumably if you're putting out enough damage to spawn the GM, you've got enough damage to drop it. 

Posted
27 minutes ago, srmalloy said:

The Nemesis GM is triggered by the performance of the characters fighting the invasion forces; if there are only a few people fighting, they won't be causing enough mayhem to spawn the GM. So presumably if you're putting out enough damage to spawn the GM, you've got enough damage to drop it. 

Eh, I've seen a couple cases where the GM was out, and ran away before being defeated with a smaller group, but it could have been just not focusing.

 

4 hours ago, tidge said:

The Nemesis AV doesn't reward a badge, FWIW.

Defeating the Nemesis GM from the invasion awards the Nemesis Plot badge to anyone in the zone when he is defeated.  (Not to be confused by the Nemesis AV who appears in other places)

 

I think it would need some more coding for this instanced thing, and frankly I wouldn't spend dev resources on it unless it was quick and easy to do.

 

I like the concept of being able to get badges as a solo player within reason.   And that "within reason" is a loaded phrase.  It's going to be different for most.  Different paths to get to a goal I think is a good thing, but I'd rather have new stuff than reworking old stuff most of the time.

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Posted
17 hours ago, lemming said:

Defeating the Nemesis GM from the invasion awards the Nemesis Plot badge to anyone in the zone when he is defeated.  (Not to be confused by the Nemesis AV who appears in other places)

 

My bad! It must have been the lack of merit rewards I was thinking of.

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Posted
4 hours ago, tidge said:

 

My bad! It must have been the lack of merit rewards I was thinking of.

What!? You don't have everything memorized over 20 years of changes?  Unbelievable.  😄 

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