I just want to find out from anyone who may know about the 3 paths to the temple that start behind Fort Trinity at Thorn Pass WP.
I did this to get the word out .
http://www.youtube.com/watch?v=mRX8ratwsMc
And if you had an issue with the adventure skipping ahead with no visible identifier on the map ,basically you have to be on top of the next event before the location is shown .
South path :-First try did defend the supply doylac to Squalls cusp ,then nothing .
Another try I did from Fort trinity then from squalls cusps to the south onto Orr at some points there were long pauses at camps were people think its over and leave .
If you die and go to a waypoint it can take you a while to get back to the fight since you cannot get back without fighting half the mobs on the island .
The Orange ring showing the location sometimes does not appear till you are back to the fight .
From the south we got to Balthazar defeated the boss and got a chest and took control of the temple .
I had a similar experience doing the northern route from fort trinity.
Middle route .
Had issues having to spam map chat so that people didn’t leave after the fight at the dock .
The next step does not appear on the map till you dive into the water and swim out a bit ,since people think the event has finished they leave .
I explained in map chat that the chain does continue and some stuck around .
We swim to the straits to take out turrets ,once this is complete there is no indication on the map were the next event is apart from the writing giving you a clue in the top right corner of the screen which I do not think players seem to read ,so until you swim towards the location there is no identifier on the map itself .
So we take out the mines and again I spam chat to let people know to take the shore .
We take the shore and there is a pause ,but I do not see or hear or read that the pact are leaving to head inland ,so I head south a bit and there is a champion up defending balthazar so I do that, the next identifier shows the pact at the temple ready to assault .
So I force my way through mobs removing every condition in the zone from every mob in the zone and eventually reach the temple were I meet I think ,the vigil at the bottom of the steps .
Ok now I missed lots of steps and start helping them up the steps but they do not move and for half an hour and after everyone leaves they never budge and their moral seems to be stuck at about 20% .
So I defeated it from 2 paths but the final path seemed to skip the middle chunk of events and skip to the temple then nothing .
I love the dynamic events but would ask that the radius of the event identifiers be zone wide to allow people in the zone to know were these events are at .
Or at least make sure that the following event in a chain is visually identified from the location the previous event finished .
I would love to invite players wanting to take part in a chain to a large party so that its easily visible were the bulk of us are ,so we do not have to spam waypoints all the time to get players involved .
Simple invite them and they can make there way to us and leave whenever they need to .
If it is possible, put a message on screen to tell people how many events are in the chain and at what part of the chain they are at now ,a simple 1/10 ,2/10 ,and 10/10 at the last part so they know it’s over also this would let players hunt for the start of an event if they join in half way .
I think the dynamic events are the innovation in this game, but informing players that they are actually a long chain and not just random individual events would help players enjoy this fantastic aspect of this game to its full potential .
Some tweaks to make sure players are in no doubt they are in the middle of an adventure and not just running around bumping into the obvious events at waypoints and staying there to farm karma when they could with a little help be farming karma during adventuring in a connected chain of events .
(edited by Overunity.4273)