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All posts created by Flari-Merchant

Flari-Merchant
More time to craft ammo. smile

Hope you feel better, Bob!
Flari-Merchant
Bob
Bringslite-Dominion Soldier
If they above is true, and without changing (too much) the maximum output of a gusher, how difficult would it be to add all participating(and close enough) character scores to determine the total pull per cycle? Would that possibly be something you would consider to steer doing gushers toward group activity rather than solo as it mostly is now?

I like the way that feels a bit reminiscent of what we wanted to achieve with the effort system. The tricky bit is that we could wind up incentivizing a group to show up, but then not have enough attackers to make the combat all that interesting. As Edam said, things can get more interesting in the monster hexes, but with standard mobs we'd probably need to up the numbers to provide something fun for a group. Perhaps there's something quick we could do that rewards larger groups with more harvested resources in exchange for more mobs per wave. We could also look into making better kits actually increase the output a bit as well, giving you some control over the total amount potentially harvested, again in exchange for facing more mobs. I'll throw in a feature request to look into it when we're above water again.
More numerous and/or power mobs seem like mandatory if there is more loot. The idea I laid out would be abused badly without them. smile
Flari-Merchant
Edam
Bringslite-Dominion Soldier
I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…

Not in the mountains. A good T3 character can survive the ogres fine but solo its very tricky to kill them fast enough. It also sounds like you guys are not running escalation gushers unless they are T1 goblins or bandits.

Regardless. A simpler solution, assuming being able to solo gushers is actually a problem, is have the waves come every 60 seconds instead of 90 seconds and make them ramp up in difficulty much faster. You will eventually hit a point where one character cannot kill them fast enough.

As to your points and suggestions: Yeah I also find doing Mt. Ogres pretty rough alone. We have players that do them alone though and it is rough but they make it. smile

Yes I am usually doing gushers alone and during less dangerous monster escalations. Not necessarily bandits and goblins only, but I grasp your point. My point is that I can pretty easily find a gusher anywhere that, under less dangerous conditions, I am happy to exploit. I don't have to split the take and I can choose when to bypass a solo Gathering of Heroes hex without missing too much. I know I'll have opportunities when they are not there.

Maybe it is different for other players. Maybe Dominion is lucky that we have more monster hexes and less population per inch. Maybe there isn't a problem…

If the frequency between waves were shortened then the actual gusher would just take longer to complete, which I doubt most would care to see. If the difficulty were raised very much so that groups are required, but the reward were the same, I likely would not do gushers except for a few number of materials.

Especially good point that it may not be a concern for others than myself or very few… which suggests that it needn't be "fixed". smile
Flari-Merchant
Edam
Bringslite-Dominion Soldier
I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…

Not in the mountains. A good T3 character can survive the ogres fine but solo its very tricky to kill them fast enough. It also sounds like you guys are not running escalation gushers unless they are T1 goblins or bandits.

Regardless. A simpler solution, assuming being able to solo gushers is actually a problem, is have the waves come every 60 seconds instead of 90 seconds and make them ramp up in difficulty much faster. You will eventually hit a point where one character cannot kill them fast enough.
More stick than carrot, ehh? smile
Flari-Merchant
@ Bob

Yeah I know you are busy but I have an off the wall question.

Premise(plz correct me if wrong): Gushers are partly designed to be activities that players might "group up" for. Player skill is "checked" at each "cycle" to determine how many pieces are added to the chest each time.

Looking for incentive to group for gushers. Not necessarily has to be this exact idea…

If they above is true, and without changing (too much) the maximum output of a gusher, how difficult would it be to add all participating(and close enough) character scores to determine the total pull per cycle? Would that possibly be something you would consider to steer doing gushers toward group activity rather than solo as it mostly is now?

I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…
Flari-Merchant
Looks like a reasonable progression for both damage and capacity. Looking forward to seeing the new feat primary adjustments and how it all works with the new LoS, tactically and organically how it feels. Thank you much for the info. Already twice as hungry for Patch Day as I was an hour ago… smile
Flari-Merchant
Bob
I put some quick Ammo and Ammo Container tabs up on the public spreadsheet. Some of the numbers won't mean a lot until you see the rebalanced attack feats, but you can see that ammo will make a pretty big difference and can get an idea of the differences between various tiers and upgrades.

Thank you, Sir!
Flari-Merchant
Excellent! Can hardly wait to see it all come together. smile

Would there be any chance to see the ammunition stat details, if you have any more breathing room or time?

Thnx for the update.
Flari-Merchant
Did I do a booboo, luring you into a premature discussion on BofH? smile
Flari-Merchant
Bob
It's certainly possible that we could hook bags of holding into a threading system. I guess I'd always thought of it more as a way to protect a small amount of your inventory by putting a few items in the bag, where threading protects a certain number of the items being worn, but they do certainly have some functional similarities.

Magical insurance could also be a good coin drain, but it's also true that we do want a certain amount of gear/item churn. Balancing the need for churn against the pain of loss is always the tricky bit.

Let's give the recent trend of this thread a break.

What you wrote above (bolded) makes me curious. I had always thought of Bag of Holding being an encumbrance limit increasing option. Like it is in the TT. Like, though it increased what limit you had to carry weight, it still didn't make anything not equipped (someday threaded) safe from possible looting.

Sounds like BofH is headed more for a role as a container for a few items and make them [INV] to loss. Is that the plan?

Edited: Previous post looked like a prosecutor's leading question and that wasn't the intent at all. smile