Showing Posts For Merlvingian.4061:

Map completion Notification

in Suggestions

Posted by: Merlvingian.4061

Merlvingian.4061

Would be nice to have a font change ( glowing, different font, etc ) for map view areas that are 100% complete. It is a bit tedious to try and figure out which areas have been cleared and which were waiting on skill points to be fixed etc.

Guild Upgrades: Queued items disappearing, Influence lost!

in Bugs: Game, Forum, Website

Posted by: Merlvingian.4061

Merlvingian.4061

Same thing also just happened to us. Spent 500 on research architecture Level 1, 5-10 minutes later queue is empty influence is gone and nothing upgraded.

Distilled Dungeon Thoughts

in Fractals, Dungeons & Raids

Posted by: Merlvingian.4061

Merlvingian.4061

After experiencing 8 dungeon story and some explorable modes I figured posting some feedback and suggestions felt warranted.

Reading the Dev threads it appears they are aware that some tweaks to the current system are needed. Some of these are, but not limited to helping make the experience better for players while limiting gold farmers and other extremes that throw the overall system out of whack.

Throwing my hat into the ring of ideas I propose the following system.

1. When you complete a Dungeon ( Story or Explorable ) you receive a status similar to the death penalty from gw1.

2. This status falls in line with the over arching design of skills having positive and negative effects.

3. The negative effects of this status are displayed in the tool tip showing the % of diminishing returns if you attempt to complete the same content before this status expires.

4. The Positive effects of this status show the % of gains if you attempt another path and greater returns if you attempt another Dungeon before the buff expires.

This system provides solutions to multiple issues. It provides feedback to players about what they could be gaining or what they will be losing so they can make an informed decision.

It aids the new limiting system by allowing players to see exactly when they need to switch content for optimal gains. Power farmers, gold farmers, etc will have these variables already down to a science shortly after the limiting system is in place anyways. Attempts to hide these variables only punishes the majority leaving them with a random feeling of when they should attempt to re run content.

Providing +% incentives to run other dungeons aids the goal of wanting people to see many environments and encounters. Players who are running the content because they enjoy the content can continue to do so while power players will have an incentive to see and do new things. In this model maximizing exp and loot is accomplished by experiencing new content rather then finding the optimal single run. This will lead to doing the optimal chain but this will take a much more experienced group since each encounter will require a different skill set to complete. Risk vs reward is maintained. Building on this each success can increase the +% until it reaches a cap.

This is only a piece in a larger puzzle solution but think it provides a solid direction to help alleviate some of the current issues.

My 2 cents