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    Senior Member Dolloway's Avatar
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    Quote Originally Posted by Blyzzor View Post
    1. Low levels

    I've said this before, low levels still need help. Despite adding the guaranteed combo elixirs through daily blessings, low levels still need help. This game is slowly going to die for certain if this problem isn't fixed. It needs some work, but it's going to be a game changer for PL if it's done the right way. Now more than ever lower levels are pretty dead. After removing all pvp level restrictions, low level item prices have gone drastically down due to their low amount of use, which is actually a fairly good thing for new players. The dedicated endgame community sits in oktal towns and levels to endgame buying all access elixirs using expensive pets which a typical new player will not be able to buy especially after seeing the game's state in lower levels. Very few experienced players level in a traditional way in the old maps, which leaves new players to level by themselves (mostly alone).
    I was thinking about this the other day while talking to a friend of mine. The market for levels 1-84 items has completely dipped because of the pvp level restriction change, which isn't necessarily a bad thing. The thing is though, those items are still not being bought and used by players because of the little demand for them.

    To add to this, as you said, very few experienced players will level in old maps, so the newer players will have to go on their own and often alone. This means that players most likely won't develop and hone skills for the class they decide to play, whether that's mage with proper healing, revs and aoe dmg, bears with aggro, crowd control, debuffs, and so forth. Some players will even quit before unlocking all skills, purely out of frustration because maps are often empty compared to the higher end maps (and even then, those are becoming empty because of the tediousness).

    Quote Originally Posted by Blyzzor View Post
    Proper runs still don't really exist in lower levels and despite new people getting decent items and guaranteed combo elixir now, it is still extremely hard for them to level.

    2. Low knowledge, where to go + what to do + how to level efficiently... big questions
    There are plenty of guides on forums that explain all this in detail. I wish they would again utilize the info section where they've put links to past community contest winners and such and just replace some of these links with guides, even if your idea is implemented and it's just an in-depth guide on how to level from 1-85 in the most efficient way after leveling is made much easier for the newer players.

    Quote Originally Posted by Blyzzor View Post
    4. Bad game searching tool (interface), which goes hand in hand with low knowledge. Even if a new player understands how it works, I don't believe it helps much as they don't know which runs to join etc etc. I think 80% of new players don't use this tool the proper way and all this lowers the amount of runs quite a lot.
    The searching tool is pretty bad, especially for pvp games. I have to go to the 'All' section to find all pvp rooms because they don't show up on the 'Pvp' section outside of a 5 level range. There are a lot of other players who don't know to do this as well. I imagine this is very similar for PVE games as well.

    Quote Originally Posted by Blyzzor View Post
    5. The rough endgame barrier 70-85. A typical new player doesn't buy platinum nor does he/she have enough gold for a good pet, disabling their access to good dungeons completely. Blacksmoke is a map with very low activity on top of huge amounts of xp required to level up. I believe Maze can be still joined only through a Zone rift. I think now it would be reasonable to give everyone free access OR 10-20 platinum permanent access to prison. Prison/dungeon/maze are all dungeons in which a lot of people don't run (usually empty, and blacksmoke is as bad if not worse), this way we would have a valid way to level to 85 and do it with other people. Blacksmoke should be forgotten, there's no reason to make people get stuck there.
    I wouldn't be opposed to this idea, although I think a much better idea is this one below:

    Quote Originally Posted by Blyzzor View Post
    There's a good amount of low level people wanting to play this game and proceed to endgame, but it is near impossible at the moment if you look at it through a new players perspective. Right now they're stuck in balefort castle BEGGING people to level them. It's quite depressing actually. I suggest nerfing armor and adding xp orbs to all dungeons below 80 making it possible to run alone and reach lvl 80 in about 10-15 hours.
    Adding xp orbs to all dungeons below 80 would be great. People wouldn't need Prison access until it's the best map for their character to level in (around 75-80). The older maps could use this addition, since they're sort of outdated ever since the orbs were implemented into the game. This could also revitalize the activity in these maps, if people want to farm a particular item or set but also want to level in the quickest ways possible.

    Quote Originally Posted by Blyzzor View Post
    2. Clean platinum store and make it ATTRACTIVE

    Right now platinum store is a mess, containing a lot of old and useless things which cost an absurd amount of platinum. It would be amazing if the platinum store contained things people want to spend platinum on. This would mean removing useless over-expensive tickets and adding things with a reasonable cost and use, such as the 20 platinum prison access.
    I agree. Either give things like platinum rings a purpose or delete them from the store entirely. They serve no purpose in the game as of right now. There's a lot of other useless items in the store like these rings.

    Quote Originally Posted by Blyzzor View Post
    3. Fix endgame leveling/dungeons

    At the moment endgame leveling is a tad bit too boring and long. All 3 maps consist of Green big monsters with an absurd amount of health and dodge which increases every map. While people wanted long and rewarding leveling, this takes long yes, but it is definitely not rewarding and it is boring. The mobs have too much dodge making it impossible for bears to make proper pulls. The dungeons should contain ranged and melee mobs with lower dodge in narrow hallways where we could do runs like we used to, meaning no full map pulls and uncontrollable stunning mobs, with some interesting farming. This takes too long and it gets boring pretty quick. I'm already struggling to find runs during the day and I can see people complaining in a couple of weeks. Maybe just start with decreasing dodge a bit and increasing xp orbs drop rate a bit.
    The way the Swamps maps work is just bad. First off, you can just equip a pet and wear any gear you want after that because the pet gives insane stats and whatever gear you wear doesn't matter after that. If you equip an aoe weapon that can shoot all mobs at once while you have the pet equipped, you're all set. Doesn't matter the level of the weapon, even if it's a level 30 brain freeze staff. The fact that level 30 brain freeze staves are better to deal with Swamps mobs than a level 85 Rysac staff (single target shooting) to me means that this wasn't thought through enough. I see mostly every class going int just to equip an aoe weapon for the easiest way of clearing these maps (pulling all and then hitting all with aoe weapon). The higher tier items (85) or at least the new items (90 or 95) perhaps should have been aoe.

    As to your point that leveling and questing isn't rewarding, I would have to agree. What people wanted before this cap was even implemented were elite quests with elite rewards, similar to that of the Dragonet quest rewards. What was great about that quest was that you could farm a map for Black Dragon (which was going to be discontinued) and also get your quest done while you farm. And of course, each quest reward had a cool and unique proc that suited each class well.

    The current rewards are sort of lackluster. The 90 shield can be worn by any class, the 95 reward is just a ring that is used to complete the 100 sets, and the 100 reward is just a non-statted pet that you have to spend 15-20m on before it gives you any use. Even after leveling all the way to 100, you still have to spend 15-20m to craft it just to get any use out of your 'reward'.

    As for the style and shape of the maps, this definitely needs work. The maps are not in a close and narrow shape where a bear can pull all mobs to a corner or wall while the rest of the team finishes. Long gone are the days where a melee bear is actually useful to the team in the way that it was originally designed to be in PVE. Nowadays I'd take a ranged bear over a melee bear any day on my team. Even if a melee bear does decide to do pull mobs on Swamps maps, 1) the bear would get stunned to death for trying to hit the mobs with a melee weapon in close range 2) it's more advantageous to pull the entire map for faster clearing and to run in circles rather than wall mobs for a potential scattering of mobs/beckon being dodged and then mobs not being all bunched up. The player producing the most dmg will likely gain aggro anyway and completely mess this up and further scatter/spread mobs anyway while your poor bear gets his beckon dodged by half the mobs like usual.

    The mobs need a huge dodge reduction. There's no real reason one third or half the mobs should be dodging beckon every time the bear casts the skill (well, depending on which map you do, I suppose). They also need a stun reduction. The stuns are honestly tedious after a while.

    To add onto this point, the same goes for the Warlord boss on Asylum Earth maps. The boss dodges blast/barrels way too much, to the point where you're just sitting there falling asleep while either your blast gets charged up again (if you're a bird), or a barrel respawns. Also, and this is a huge point, the bosses for the last two (maybe you can say three) caps have been hugely favored towards birds. If you don't have a bird on your team, you're at a major disadvantage, but if you don't have any of the other classes on your team, you won't lose any major advantage like you would with a lack of a bird. After 2-3 caps, this just seems overdone and too much favored towards birds rather than even distribution.

    Quote Originally Posted by Blyzzor View Post
    4. Elite farming and elite quests

    3 words, CHALLENGING, GRINDING AND REWARDING. It has been asked for earlier countless times and maybe it's in the making but we need it. Pve is the real way to activate people in this game. No dull maps please
    There should be elite maps where each class utilizes a certain skill to help the team complete the map. Perhaps there are a lot of mobs in the map and the mobs do 2-3x dmg than they do to a bear (or maybe rhino even), making it so that a tank is necessary for proper mob control and clearing in a narrow path. Perhaps there is a toxic chemical or acid that is sprayed onto the team which can only be healed by a mage/rhino. If the chemical is not healed away, it will slowly chip your health to death. Perhaps there is a switch that needs to be hit in a certain amount of time (in order to open up a gate to the boss, or avoid a big bomb going off and killing you all) on the other end of a path but the only class that can hit the switch in that amount of time is a fox or rhino with charge/dash ability. Perhaps there is a winged boss that flies in the air and can only be touched by birds (also able to fly) and birds must use roots in order to ground the boss so that the rest of the team can kill it.

    Of course, we can also make it more challenging by disabling potions or elixirs on this map entirely. And to make it rewarding, the map could drop gear or vanities that would either be very rare to drop or discontinued in the future and a quest reward that is actually useful (like a new weapon that gives a unique proc, White Dragon vanity that can be used to get a ring and craft it with Green Gimmel to give even better stats, or a pet that gives a unique buff or also attacks mobs with a unique attack).

    I don't know, I'm just shooting ideas. The current cap just feels like it sort of damaged the hope of longevity.

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