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aylwyne
January 17th, 2005, 02:55 PM
There were a lot of posts early on in the event complaining about the claw/token mechanics, but now that the event is finished, I wanted to create a thread where we can (hopefully) provide constructive feedback to the events team about what we liked and didn't like in this event. Please feel free to add your views on the event. I only ask that we try to keep the rants to a minimum and be constructive in our criticisms in an effort to create even cooler events in the future.

First, let me say that overall, I had a blast in the event. The most fun I've had playing Ryzom to date was last Tuesday in Bounty Beaches when we tried to set up a supply chain where the harvesters got secretion and turned it in for the crafters to get mats. I want to thank the event team for their hard work in setting this up and executing it for us.

First, some of the things I liked (by the way, I'm a Tryker so most of my views are based on what occured in Bounty Beaches):

1) People of all skill types could contribute. It was nice to see harvesting and crafting included, and in fact very important, to the event.

2) Noticable effect from our efforts. It was cool to see guards created when we turned in armor packages. Also, throughout the week we saw a noticable change in the kitin population, both due to the guards we created and us killing them directly.

3) It was nice to have some duration rather than it being a one-night event. This allowed many more people to participate.

4) Responsiveness of the event team. I imagine this was a busy week for them but even so, Takashi took time to talk to me about the relative difficulty of Bounty Beaches compared to the invasion layout in other lands. He agreed that the positioning of the camps and level of the mobs was not consistent with other areas and took some steps to help balance things as much as he could.


Now the areas I would like to see improved:

1) Reward vs. Contribution. The people most likely to get the big rewards were the ones that put aside the tasks required to complete the event and went to Verdant Heights to farm low level kipee for claws. As a result, those people had their 120 token rewards after the first night. I think there should be some reward for participating (items, titles, etc.) but you shouldn't end up getting these before any of the major tasks for the event are even started. The reward system needs to favor those that are actually doing the missions and advancing the event and I think the rewards should come after the event is successfully completed.

2) Noticable outcome. As soon as the Kipucker boss was killed, all of our guards, camps, and towers just vanished. These major events need to have a lasting effect on the landscape. At minimum, the buildings should have remained. Maybe the cutes could have occupied the war camp after we withdrew our forces. Perhaps a guard or two could have remained here and there. Heck, an NPC should have remained that became a rite giver that would give a rite telling the story of the kitin invasion. That'd be a cool way to have the events we participate in the game be integrated into the lore.

3) Risk of failure. I don't think there was ever any risk of failure in this event. It seems like it would have just gone on until we make enough guards and then went out and killed the boss. Frankly, I didn't expect that there would be a chance of failure. I understand that this is the first event of this scope and we needed at least one run to get the mechanics sorted out. However, in future events, I think it's important to have two possible outcomes. If the players rally to the cause and complete the tasks in a given amount of time, then they successfully complete the event. However, if they ignore the threat, I think there needs to be consequences. For example, if we didn't create enough guards and kill the boss in time, the kitins could have invaded further and destroyed Windermeer. All of the NPCs in Windermeer could have fleed and taken refuge in other cities or camps. While this wouldn't prevent any gameplay as the NPCs would still be available, just scattered about, it would certainly not be desireable and serve as a tangible reason to fight the invasion. This could lead to a future event where we could retake and rebuild the city.

4) Duration. Yes, I know that I also listed this as a positive, however, I think the invasion drug on a little too long. This ties into my point about risk of failure. It seems as if the event would have drug on until we finally got the boss killed. I think there should be a set time limit before the kitin make their final push and if we're not ready by then, we lose. I think 4 or 5 days would be a good duration, maybe starting early or mid week and then culminating on Saturday or Sunday.

5) Communication of tasks and goals by NPCs. A big reason this event got off to a rocky start was that the NPCs didn't fully communicate the goals to us in a clear and concise manner. There should have been a commander NPC in the capitol of each land that gave us the big picture (harvest mats, craft arms, and deliver packages to craete guards). This NPC could also provide updates and intel on what's happening. It would also serve as a more immersive way for the events team to give us guidance and information rather than using the MOTD or forums for that. If my previous idea of having a chance of failure was implemented, I think this becomes even more important. It would be incredibly frustrating to fail when we didn't even know the goals or deadlines. The commander NPC could say things like, "Our scouts report that the kitin are closing in and we expect their overlords to arrive in three days," to let us know how long we had to get our act together.

6) Balance between lands. After 5 days of struggle (and only 9 claws) in Bounty Beaches, I went to Verdant Heights to check things out there because I couldn't understand the posts where people said it was "too easy". I was pretty annoyed to find there were kitin as low as L16 and elites as low as L50 that would give 40 claws. I also was able to walk between the war camp and craft camp with only these low level kitin to bother me. In Bounty Beaches, we never saw a kitin lower than L150 until the very end of the event when we neared the kitin camp and they sent the waves of patrols at us. Most of the patrols were lower level. We had to fight through several groups of L150+ kitin just to make the trip from the craft camp to the war camp. There's no need to make each land be an exact copy of the next, but they shouldn't be so wildly different in their level of difficulty.

7) Include all levels of player. As stated above, the level of difficulty was pretty different between lands so this doesn't hold true to everyone. In Bounty Beaches, if you were a fighter lower than level 100, there really wasn't much you could do to help. Low level crafters could certainly help and low level healers could help some, but overall, it was really geared towards high level players. Perhaps the event team thought low level players could help in matis while the high level players helped in Tryker or something. The problem with that is, travel is difficult and many low level players can't get to the other lands. Also, loyalty to your own race would prevent that in many cases. It should be possible to have each land have areas of differing levels in the event. The NPCs could give out missions based on your actual level rather than letting you pick. Also, the claws could have been based on your level as well. That way, the higher level characters would be forced to deal with the higher level mobs in order to progress and the lower level characters would be left to deal with the lower level mobs.

8) Better mass combat tools (larger groups, better tactical interface, etc.). There's been many a post about this so I won't go into it.


I'm sure there's many more ideas to come. As a first major event that encompassed all skills, I think it was a great success. I really can't wait to see the events yet to come because I'm sure the team will learn from this one and make even better ones.

Thanks again to the event team.

ackir
January 17th, 2005, 04:37 PM
I also think this was a great event, and just wanted to reiterate some of the things to improve on. Lasting effect on the world, be it failure or victory, would be awesome. After trying for a couple days to rouse the Zorai forces to liberate our craft camp, and being turned down constantly, I found myself wishing that the Kitin would move forward as a consequence. Other than that, I thought the event was executed well (even if we didn't really understand it until later).

angus858
January 17th, 2005, 04:43 PM
I agree with Aylwyne in almost every regard. In particular it was nice having a role for the foragers and crafters. I'm glad the event ran several days so that almost nobody missed the entire event.

suggestions for improvement:

Again I agree with all of Aylwynes suggestions except for her criticism of the MOTD. I think the MOTD was a good way to let players know what was happening. Most low level players would not have known about the event otherwise. Perhaps the MOTD could also have directed players to an npc who could give all the details about how to participate. Every useful explanation of how to participate was posted on these boards when it should have been comming from the mouths of the npc's in-game.

Low level players should be able to participate more. Low level kitins should be present on each continent. In the Zorai lands there was nothing a young fighter could fight and all the elder Zorai who participated were doing so in other lands it seemed. I foraged a great deal of Q50 secretions but did it matter? No. The kitin never attacked into the settled regions. The guards weren't needed. Zora should be in flames right now. But it's business as usual. As Aylwyne mentioned, there was no way to lose and players actions had no effect on the world.

Despite all that the "invasion" did infuse the game with an atmosphere of tension and drama. I had fun because of that.

Indobi

brackish
January 17th, 2005, 05:00 PM
I also thought this was a great event, even with its shaky beginning, which was definately due to the lack of or miscommunication of directions for the event. Given time we may have been able to figure it out on our own... but i think most were used to those short, quick events and gave up and went to farming claws.

The length of time it took to complete allowed more homins to take part and understand what needed to be done. This was definately a plus and it seemed like after the first night everybody knew what was going on, even if they didnt know what to do.

Reccomendations
1.Possible missions for lower level homins. I.E. Delivery missions from front to main cities. (Local Messengers)
2.Increase the range in materials that could have been crafted for the war effort. I.E. Jewelry, Ranged, etc.


Again, I think the Dev team did a great job overall and this definately gave me hope for this world and its future.

Takashi
January 17th, 2005, 05:30 PM
Hello folks! It sounds like you enjoyed this overall and I'm very glad to hear it. I wanted to let you know that we appreciate your feedback and I'm listening. It's great to get constructive criticism and I hope we'll hear some more!
Thanks again!

Takashi
Ryzom GM
Windermeer Events Team

mrshad
January 17th, 2005, 05:32 PM
I think there was enough for low level players to do. The trooper kipee were really weak, and one on one, they preseneted little threat to a 20-50 melee or magic character.

For harvesting and crafting you had to be able to gather and craft q50 items, but that only requires that you be at level 40 or so, and I don't think that was unreasonable.

The whole exhchange claws/tokens/super tokens routine must never EVER be repeated again, unless we can do it in batches of 50 or so.

Although the informaiton as to what was really going on got out, there was no place in game that someone could piece it together easily. If on e of the NPCs would have said "We need more guards, and those guards need equipment. Go and fill the orders the Master Crafter has, and return the packages he gives you to me. For every five packages I get, I can outfit and deploy a squad of guards." That would have cut down on a lot of confusion.

The kitin, even when they had an obvious and unnoposed advantage, did nothing to advance thier line. Conversley until the final battle, we could not drive them back in any meaningful way. In Matia, depsite legions of guards, and piles of kitin corpses, the towerbridge outpost remained infested. At the times when there were very few guards, and almost no resistance, the wall of Yrkaniss remianed unchallanged.

All in all, I like the event. Certainly one of the better ones I have seen in an MMO.

aylwyne
January 17th, 2005, 06:02 PM
I think there was enough for low level players to do. The trooper kipee were really weak, and one on one, they preseneted little threat to a 20-50 melee or magic character.

In Tryker, there were no Trooper mobs. Everything was a Reaper which were 150+. In Matis lands, there were definitely low level mobs (and perhaps in Zorai and Fyros as well), but not for us little people.

aylwyne
January 17th, 2005, 06:05 PM
I just thought of one other thing that I'd like to see changed...

I don't think the final boss should drop anything special. It always ends up that one person (whoever can grab the fastest) gets everything and everyone else gets nothing.

In my opinion, either everyone that hit the boss, cast a spell on it, or healed someone who did gets something, or no one should.

vguerin
January 17th, 2005, 06:30 PM
In Tryker, there were no Trooper mobs. Everything was a Reaper which were 150+. In Matis lands, there were definitely low level mobs (and perhaps in Zorai and Fyros as well), but not for us little people.As far as the low level kitins, they WERE in a level 50 zone, at the border of KoD and MG the line was clearly drawn and higher level mobs existed.

I think it was just a matter of geography, Tryker invasion was immersed in a level 150 zone so there was no spillage into a lower level area for similar mob types. Now the "Elite" class dropping 40 claws was not such a good idea...

Good posts !

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raynes
January 17th, 2005, 06:37 PM
I think what has been said is what needs to be worked on. My only hope is that the events team isn't really the invasion team. What I mean by that is I hope there are some large major events (not just finding a nps) in the future that aren't centered around invasions. A major part of the game history is the fact that much of the homin history has been lost. It would be really nice if we had an event that involved uncovering some of that history.

I do applaud your effort with this event though. You clearly put thought into it and tried to make it for all players.

angus858
January 17th, 2005, 07:47 PM
I think there was enough for low level players to do. The trooper kipee were really weak, and one on one, they preseneted little threat to a 20-50 melee or magic character.
.

There were no kipee or anything similar in the Zorai invasion area. At melee level 40 I couldn't fight any of the kitin present. I tried but never lived more than four seconds or hit more than once. I'd have been happy to stand back and heal the elder warriors but none came forth in Knot of Dementia while I was there. In fact I never saw more than four people present in that zone at one time. I'd be happy to go fight in defense of other lands if that was possible, but....

I agree that foraging and crafting were both possible for a young homin.

Indobi

marct
January 17th, 2005, 08:17 PM
Reccomendations
1.Possible missions for lower level homins. I.E. Delivery missions from front to main cities. (Local Messengers)
I love this idea in conjunction with the communications that were discussed earlier in the thread. There is little way to learn what is going on or how to conduct yourself to assist in the war (or whatever) effort. Messages could need to be delived to the cities and then when people talk to the welcomer in the city he could tell you that he has been informed by a messenger about something going on somewhere, if there is more than one thing going on, the welcomer could give you a list of what to choose to learn about. This would also give more meaning to the reports, orders, and messages being traveled around with missions.

In a short summary, I would like to see the MOTD not used for in-game communication, but used to communicate bugs, or issues that you would need to Learn when logging in and the messages from the event mangers on the forum replaced, as someone else stated a more immersive nature of communications. With major events, like the Killing of the Kipuryuk(sp?) in Matis, some NPC could come riding up on a mount and shout about the freeing of Matis from the Kitins for now. That NPC could relay the need elsewhere for help, and move on to tell the other regions. Or he could say I have XX missions to spread the word, can the faithful followers come forward or something. These messages would then update the Welcomers in all of the cities. There could be a mission to every city in the world.

Why use the MOTD when you could do something immersive as above, or have NPC's do region chat to exclaim victory in every region. Use the Welcomers for what they should be there for, to inform you of what is going on in that city. Also, other NPC's could be utilized more to commincate things in-game. If this immersive method was used, communication would be better, and more people would participate.

If you didn't already know this, a small, small subset of players read or participate on these forums, so in game communictaions must be enhanced.

EDIT: I forgot to thank everyone involved in making this event happen, it was a very very hectic week, we had a major event, the addition of mounts, the final patch for the encyclopedia, and lowly old me trying so hard to make it to 100 forest forage. For the first time in my 2 or 3 months of the game, there was so much going on, that I HAD to choose what I was going to be doing. Thank you soooo much. I am looking forward to everyhting that is coming that we do not know about! and btw, little pieces trickling in seems to do me better than 3 months w/o anything new and then wham, big patch with lots of new stuff.

kahuna
January 18th, 2005, 09:35 PM
Coming in late to the event (friday and saturday), I couldn't find ANY information on what to do, where to go, etc. I went to Dyron and saw that there was a harvest master, but couldn't find a craft master anywhere or find anyone that knew where one was. yes, i probably should have asked a GM, but i didn't think of that at the time.

There needs to be a central place to get information... MOTD's don't help if you're not on 24/7 to see all of them. NPCs that know what's going on, a map with war master locations, something. Maybe something like the old "town crier" ... "Hear ye, hear ye! Here's where to go to contribute to the war effort" :)

mfostel
January 18th, 2005, 10:01 PM
Invasion was novel, but ultimately boring and not worthwhile to attend, except perhaps has an RP experience.

I wasn't able to make any XP because the critters were either too hard or too easy, and the only way to make wealth or receive trophies was through a system that was tedious and frustrating.

Had the "Royal" adjective stayed on the trophy weapons I spent hours to receive, it might have been worth it just for the roleplaying momentos, or perhaps even if the items looked unique. But since the "Royal" has disappeared, I have nothing to show for my efforts except an NPC quality item with rediculous bonuses.

I agree with most of Oshido's comments, but unfortunately I did not have as much fun as he did.

gecker
January 19th, 2005, 04:12 AM
I would agree will everything Aylwyne posted. Since I am also a Tryker, I spent quite a bit of time in Bounty Beaches during the invasion with my guild Syngery and worked with Aylwyne and his guild.

The one thing that bothered me with the invasion was the high level of the mobs in Bounty Beaches. Because of that, I think there were a lot of Trykers that didn't (or couldn't) participate. Bounty Beaches typically has lvl 150+ mobs and I'm used to that. But only after getting past a bunch of the 150+ mobs did you get to an area that had kitin in the lvl 100 range. It should have been the other way around.

At the Tryker craft camp and harvest camp, which would have allowed lower level craft/harvest/fighter players to participate were constantly overrun with cutes, torbaks, zerxs or other mobs that had nothing to do with the invasion. When I went fighting in Matis, I didn't run into anything like that where the lower level kitin were. Those regular mobs caused as much trouble for us as the kitin did.

memiki
January 19th, 2005, 05:09 AM
I enjoyed the event even tho I wasn't was great.

the dev's were trying to make it interesting and with more detail to make us think.


Thank you

uncus
January 19th, 2005, 06:10 PM
[QUOTE=aylwyne]First, let me say that overall, I had a blast in the event.
[\QUOTE]

Ditto, but...

[QUOTE=aylwyne]
1) People of all skill types could contribute. It was nice to see harvesting and crafting included, and in fact very important, to the event.
[\QUOTE]

Though we COULD contribute, the rewards were not within an order of magnitude of the rewards for fighting.

[QUOTE=aylwyne]
2) Noticable effect from our efforts. It was cool to see guards created when we turned in armor packages. Also, throughout the week we saw a noticable change in the kitin population, both due to the guards we created and us killing them directly.

3) It was nice to have some duration rather than it being a one-night event. This allowed many more people to participate.
[\QUOTE]

Agree, these were both very nice, especially for someone who cannot play daily for many hours a day

[QUOTE=aylwyne]
Now the areas I would like to see improved:

1) Reward vs. Contribution. The people most likely to get the big rewards were the ones that put aside the tasks required to complete the event and went to Verdant Heights to farm low level kipee for claws. As a result, those people had their 120 token rewards after the first night. I think there should be some reward for participating (items, titles, etc.) but you shouldn't end up getting these before any of the major tasks for the event are even started. The reward system needs to favor those that are actually doing the missions and advancing the event and I think the rewards should come after the event is successfully completed.[\QUOTE]

Rewards for crafting were all but non-existant! 2 hours to harvest the mats needed for 2 packages; 15 min [max] to craft the packages and carry tthem to the war camp...reward: 4 average tokens, no gen mats [since harvest camp was too hard to get to in matis]
2 hours hunting low-level kipee troopers [along with MANY others so was getting close to camping :(] about 150 average tokens worth of claws...and all that useless secretion.

[QUOTE=aylwyne]
7) Include all levels of player. As stated above, the level of difficulty was pretty different between lands so this doesn't hold true to everyone. In Bounty Beaches, if you were a fighter lower than level 100, there really wasn't much you could do to help. Low level crafters could certainly help and low level healers could help some, but overall, it was really geared towards high level players. Perhaps the event team thought low level players could help in matis while the high level players helped in Tryker or something. The problem with that is, travel is difficult and many low level players can't get to the other lands. Also, loyalty to your own race would prevent that in many cases. It should be possible to have each land have areas of differing levels in the event. The NPCs could give out missions based on your actual level rather than letting you pick. Also, the claws could have been based on your level as well. That way, the higher level characters would be forced to deal with the higher level mobs in order to progress and the lower level characters would be left to deal with the lower level mobs.

[\QUOTE]
Agree, this is very sensible!

Overall, it was fun but next time, @#^&$ the creation of NPC troops via crafting, I'm hunting [farming and camping for uber lewt...the things that $&^& in other games, but seem to be the only way to get rewards here now to]

EDITTED TO FIX QUOTES - OBVIOUSLY UNSUCCESSFULLY

paradise
January 19th, 2005, 07:43 PM
I was dissapointed to find ranged fighting useless in the event.

I joined this game to be a ranged fighter. I was told launchers are meant to use as 'event' weapons, or invasion weapons, but after losing a packer (full of about 5 hours of harvesting worth of launcher ammo mats) I was saddened not because of what I lost, but because the devs were commited to losing my subscription.

We went out to the boss 10 times before we killed it. If I wanted to bring my launcher mats along, I would have lost 10 packers.

Devs, please watch your own Trailer 7 and then tell me why I can't do 4 months after game launch what you portrayed the characters doing in the last 30 seconds of the trailer.

zumwalt
January 19th, 2005, 07:54 PM
Personal Observation on the Event:

1) Risk vs Reward, you could go into MG and kill the Kipee / Kitin with little to no effort and get tons of claws to turn in for average tokens, then turn around and turn these in for prime, and get a q200 weapon that same day.

I did the crafter route, and turned in 4 vests for 1 average package to only get 1 average token, the time it took me to do this was 20x that of just killing 2 or 3 kipee to get the same token.

Because of the distance I had to go to get q100 mats for the next level up mission for vests, it was about 50x longer to do the exact same thing for tokens, and only got 2 for the turn in, that would have been maybe 3 or 4 kipee/kitin or 1 elite, definate imbalance.

2) Position of camps, horible, all camps for this effort should have been located in centrally safe working area's without fear of death, the guard posts should have been along the border like a defensive wall to keep the kitin at bay, and a 4'th camp erected that is a military camp, or maybe military stable, where all soldiers created to actually push the kitin back into the roots would stay until a certain amount were created or the kitin pushed past the gaurd towers, this 4'th camp would be right behind the guard posts.

3) Ranged guards needed to be also created to sit IN the top of the tower to shoot down at the kitin with a range of atleast 100+ meters on there weapons, give it a more medieval feel, I mean we were under siege after all, make it more like a siege.

4) Aftermath permanent fixtures, all buildings constructed, before, during and after should have remained, this would forever be a change in the game, also, after the push back with a WIN, 2 more guard posts should have been erected at the enterance to the Prime Roots ramp, one on each side with guards from the creation process be permanently setup there.

5) Aftermath in event of failure, ruins, what ever was destroyed by the Kitin should show as ruins, permanent fixtures on the ground as a reminder to what occurred.

Directly after the win, I still had Prime Tokens lying around that were not turned in, 80 of them, I was going to get 2 q200 weapons, unfortunately for me, I didn't know that I was out of time, once the npc's had disappered, I just destroyed my tokens.

The duration of the event was fine by me, 1 week is long enough, especially if we have something like this every few months, but not if we have to start over on the next and rebuild what we spent all that time to build to begin with, I for one, probably won't bother building guards again, I feal it was a total waste of my time and mats.

Scores, would be great to see some scores, who killed most, who created most guards in each category, so on, so forth.

Also what kind of lasting effect is this going to have on the lands and factions.

Final boss fight, all players involved should have gotten something from it, not just 1 group, this falls back into a complaint written about raids a long time ago, and talked about from time to time.

40+ players on the final boss for a 10+ minute fight, 1 group got the exp for the kill, 1 person in that group got to quarter, that left 39+ people with nothing from the quarter.

There needs to be a raid system in place that everyone involved in every group gets 1 automatic item in there inventory as a reward for helping, no matter how they helped.

Also faction for turning in claws for faction, this should have been an amount that actually showed up, I turned in 80 claws for faction in stacks of 5, and it stated I gained fame in something like Matis, Karavan, Greenseed and lost fame in Kami, but my numbers DID NOT MOVE.

That is probably a bug in the event.

Over all it was a fun event, lots of room for improvment, and lots of room for balancing out the event for all races.

I look forward to the next one.

knitcucumber
January 20th, 2005, 12:32 AM
I'm not a brave go-out-and-see-the-world-and-kill-everything-in-my-path sorta Zorai. When the invasion event started I was at about lvl 75 in harvest and 50 in craft and 37 in melee. Nothing spectacular. And I don't read these forums very much because I need all the time I can muster to get to play at all.

So... even with the little bit of info I gleaned from other players, I couldn't figure out what the heck was going on, or what I was supposed to be doing to help. All I knew is that there were massive, untouchable kitins up near the Stainmoor spawn and it was instant death to wander up there, and that there was a new camp right outside of Zora. A camp that just asked me to go kill those things I couldn't kill. (point of interest, I don't think I saw any lower lvl invasion mobs in Zorai until the last day, if then) I didn't know there was a harvest or a crafter camp until well into the event. And by then I was sick of the whole notion that there really wasn't much that I could do to help, so I wandered off into the safe areas and just dug a bit more.

I wish there had been better instructions in-game. When I walked up to the war chief guy and all I could figure out was that he wanted me to kill something, I kinda gave up. There weren't enough people around in Zorai to compare notes with to figure out that there might have been something I could be doing. Later when I did find out I could be crafting, I found out I had to be crafting something I couldn't craft. Didn't know where to find the harvestables I also learned about at that point. So... back to Kipee Mull.

As I heard chatter from my guild, I started getting excited about really participating, but alas, I could not get to Matis to join them to help and there was no one in Zorai to work with. We had a trip planned to get me there, but the event put that on hold.

It finally came down to the last day with the major invasion. The call went out and everyone left Zorai like it was a disease. I couldn't follow. I couldn't do anything but sit around in Zora chatting with the 4 other Zorai who were still there. I got to listen in to all the fun in other lands through my guild chat and teamspeak. That's not my idea of fun.

Finally. Seems like tons of hours later. The players showed up from the other lands. I'd guess it was mostly just because there was a boss to be beaten and an event to end, not because anyone really cared about Zorai. All those players already knew the drill and quickly mustered themselves into a fighting force. I felt, and almost was, left behind in my own land. That I'd been sitting in, waiting to defend for hours. That would have frosted my Kipee. Probably wouldn't have ever considered joining in any event from then on out if that had happened.

We went, we saw, we killed the boss... it was a blast.

I hope this post wasn't too long, but I hope it explains to the event people what some of us went through during this event. There needs to be something that any player can do, and they need to be able to figure out how and where they can do it.

Oh, and... fix the token exchange. I never had the displeasure of clicking till the end of time, but many friends wouldn't respond for hours because they were exchanging their currency.

asaseth
January 20th, 2005, 11:05 PM
An interesting idea is, instead of haveing everything grouped up in one zone, since that defines the lvls of the critters, how about have the kittin front be in every zone... hmmm...

Could have the guards that are built in-zone stay in-zone, so don't have to worry about the whole crossing-zones problem that mounts and packers seem to have. Presumably, every zone has kittin somewhere, atleast Kipee, so that could be where the kittin 'tunnels' come up, like with Skaven in Warhammer ( a table-top stratedgy game) and that is where the 'front' would be. Then the kittin in the zone, would like wise stay in that zone, so you wouldn't have to worry about the nasty Kirosta that's lvl 50+ running into the lvl 50- area.

The buildings that are destroyed in the zone, would be destroyed by the appropriate lvl kittin, so people that hang in that area would actualy have a chance of retaking the building/city/whatever.

Just an idea.


Oh, yah. When it comes to weapons as rewards, please remember, stat bonuses are nice, but the stats on the weapon are what is important. That and try to make the stat bonuses appropriate to the weapon. That amp with +200 Stam is considered obscene. Now, an excelent or supreme amp with moderate bonuses, that is something I can realy sink my teeth into. Or maybie an item with a bonus to a stat that you cant get from normal crafting, like a bonus to Metabolism or Wisdom, or Strength. Make it something special.

As for tossing in strength, yah, there is already a boost for stamina, but this is strength, meaning that you would be able to wield in your other hand a weapon that you normaly wouldn't have enough strength for, as well as the boost in stamina. :)