Hello pve boys/girls,
There is few things that it would be great to talk about and improve if possible..
1.Range pve mob aggro in open zone:
Since Ability Rework was launched we saw that all mob had access to many abilities and more importantly a lot of cc. While it improved the immersion and added more challenge it also caused the run into various zone painful because you keep being dismounted/cc'd.
In most game the mob aggro is based on the difference level between the mob and the player, mob that are grey won't aggro you unless you step on them (most game don't even aggro at all), it would be great to see the same mechanic on ror.
Grey mob>range aggro at 0ft (if you move through them you could probably aggro)
Green mob> range aggro at 5ft
Blue mob> range aggro at 10ft
Yellow mob>range aggro at 15ft
Overall running in lower zone would make it less painful, that also can be a nice qol for rvr action where you run sometimes close to pve mob.
2.Account Bind item
Many important item in game are bound to player.
While now for example Stalwart Soulstone is obtainable from multiple source, the issue is that various important items are lock and sleep in bank/bag for years. Many people have 50+ Soulstone on their tank/heal because of helping friends/guildies...
Now the issue appear with Champion's Mark, most of time in pve you help people or they help you and end with 1-2 token on multiple char.
I believe that making a lot of items account bind will be one of the best qol ever for everyone.
Stalward Soulstone, Champion's Mark, Master Artificer's Reliquary, Master Apothecary's Ampoule, Purple Seed are the 5 items that would be great to be account bind (maybe more, probably missed something).
3.War Token
The device was added at the same time with War Crest, overall the utility is rather low (buying leveling gear/potion/craft comp(blue mat only)/Reliquary/Ampoule).
The dynamic of the device is not really well used, most players are not even aware that they can buy potion with it and generally public quest farm is quite boring.
Make boss dungeon drop War token (amount can be ajusted) and improve the Champion's Mark merchant by adding a War Token cost as long as new item (purple fragment/purple seed for example). Price can be something like X000 War Token and 5 Champion's Mark for 1 purple seed.
/discuss
PvE quality of life idea
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Re: PvE quality of life idea
I like the ideas of the post here. Would like to also add here. There there still are remaining problems here that need to be adressed:
Time: Less than 5 minutes
Reward: 25 WAR tokens
Weekly PvE Quest
Reward without Stalwart Soulstone: 350 WAR tokens
Time Required:
Bastion Stairs: 60 minutes
Crypts: 25 minutes (minimum, with tryhard setup)
Total: 85 minutes (not including organizational time)
SC Weekly Quest
Reward: 1 level 200 Reliquary or 4 level 200 Vials
Time Required: Estimated 1 hour
Resource Merchant Prices
1 level 200 Reliquary: 1500 WAR tokens
1 level 200 Vial: 500 WAR tokens
Calculation of Ratios
SC Weekly Reward to WAR Token Cost
Ratio:
1 level 200 Reliquary = 4 level 200 Vials
1 level 200 Reliquary costs 1500 WAR tokens
4 level 200 Vials cost 2000 WAR tokens (500 each)
Inconsistency: 4 Vials (2000 tokens) are more expensive than 1 Reliquary (1500 tokens), despite being equivalent in reward value.
Time: 5 minutes
Reward: 25 WAR tokens
Tokens per minute: 5
Weekly PvE Quest:
Time: 85 minutes
Reward: 350 WAR tokens
Tokens per minute: 4.12
SC Weekly Quest:
Time: 60 minutes
Reward: 1 Reliquary (1500 tokens) or 4 Vials (2000 tokens)
Tokens per minute: 25 (Reliquary) or 33.33 (Vials)
Time Efficiency
SC Weekly Quest: Most time-efficient, yielding up to 33.33 WAR tokens per minute.
PQ in T3: 5 tokens per minute. (even better considering you can do most of the PQ's solo and there is no organizational time involved)
Weekly PvE Quest: 4.12 tokens per minute (worse ratio considering organizational time).
Pricing Inconsistency
4 Vials (2000 WAR tokens) cost more than 1 Reliquary (1500 WAR tokens), despite both being equivalent rewards.
Proposed Adjustments for Fairness
Current War Token sources
Public Quest (PQ) in Tier 3 (T3)Time: Less than 5 minutes
Reward: 25 WAR tokens
Weekly PvE Quest
Reward without Stalwart Soulstone: 350 WAR tokens
Time Required:
Bastion Stairs: 60 minutes
Crypts: 25 minutes (minimum, with tryhard setup)
Total: 85 minutes (not including organizational time)
SC Weekly Quest
Reward: 1 level 200 Reliquary or 4 level 200 Vials
Time Required: Estimated 1 hour
Resource Merchant Prices
1 level 200 Reliquary: 1500 WAR tokens
1 level 200 Vial: 500 WAR tokens
Calculation of Ratios
SC Weekly Reward to WAR Token Cost
Ratio:
1 level 200 Reliquary = 4 level 200 Vials
1 level 200 Reliquary costs 1500 WAR tokens
4 level 200 Vials cost 2000 WAR tokens (500 each)
Inconsistency: 4 Vials (2000 tokens) are more expensive than 1 Reliquary (1500 tokens), despite being equivalent in reward value.
Time Investment vs. WAR Token Rewards
PQ in T3:Time: 5 minutes
Reward: 25 WAR tokens
Tokens per minute: 5
Weekly PvE Quest:
Time: 85 minutes
Reward: 350 WAR tokens
Tokens per minute: 4.12
SC Weekly Quest:
Time: 60 minutes
Reward: 1 Reliquary (1500 tokens) or 4 Vials (2000 tokens)
Tokens per minute: 25 (Reliquary) or 33.33 (Vials)
Conclusion and Suggestions
Time Efficiency
SC Weekly Quest: Most time-efficient, yielding up to 33.33 WAR tokens per minute.
PQ in T3: 5 tokens per minute. (even better considering you can do most of the PQ's solo and there is no organizational time involved)
Weekly PvE Quest: 4.12 tokens per minute (worse ratio considering organizational time).
Pricing Inconsistency
4 Vials (2000 WAR tokens) cost more than 1 Reliquary (1500 WAR tokens), despite both being equivalent rewards.
Proposed Adjustments for Fairness
- Align Rewards Across Activities to ensure proportional rewards for time and effort invested in any content, whether PvE or PvP.
Consider removing the token system if it continues to overlap unfairly with existing systems.
- Rebalance the cost of level 200 Reliquaries and Vials to reflect their true value equivalence.
Example: If 1 level 200 Reliquary costs 1500 WAR tokens, then 4 level 200 Vials should collectively also cost 1500 WAR tokens.
- Rebalance the Token System itself because currently it requires more than 4 weeks to get 1 Reliquary from PvE activities vs. 1 Week for SC's.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Re: PvE quality of life idea
I would like to have way less pve junk. No bat needs to drop 4 types of fur and every 16 fang independendly. More stackable trash loot please. Would allow more efficient farming.
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Re: PvE quality of life idea
YES please on pve aggro range changes! If I'm forced to pve for some event I really don't want to be dismounted every time I get even remotely close to a mob, I swear they aggro the second I get into a pve zone.
Re: PvE quality of life idea
Non PQ or dungeon pve was really brain-dead before mobs started using actual abilities. It is unusual that the game doesn't seem to tie con to aggro range, but this makes mass pulling for to farm much easier.
I have an extra-secret farm spot that I used to do on my lower Magus, but he can't do it now; so I swapped to my SH. It's more interesting now.
Ap regenerates so quickly in this game that I think open world mobs using abilities is well balanced. Two people can do basically anything outside of PQs and Lair bosses.
I have an extra-secret farm spot that I used to do on my lower Magus, but he can't do it now; so I swapped to my SH. It's more interesting now.
Ap regenerates so quickly in this game that I think open world mobs using abilities is well balanced. Two people can do basically anything outside of PQs and Lair bosses.
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