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Quarterly Producer Letter for Q2 2024 ×

Daily-Killer: Near Impossible to Complete Ilum Daily / Weekly Now After Patch 1.1a


brentonj

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What ? the open RvR zone is not a sucess ? oh my gosh i cant beleive it, and the game was so well designed with both faction equally appealing and an awesome launch with well suited server population cap and faction balance tools never used before in other mmos.
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What ? the open RvR zone is not a sucess ? oh my gosh i cant beleive it, and the game was so well designed with both faction equally appealing and an awesome launch with well suited server population cap and faction balance tools never used before in other mmos.

 

I see what you did there. You are winner

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Armament timer seems fine, it is just that it seems like only 3-4 chests can be spawned at the same time. However once one chest is picked another one seems to spawn directly. That just means that the more people trying to loot them the longer it will take for everyone. We were only two people late last night on my server and I got the 20 I was missing pretty darn fast just circling around. If it were more than say 3-4 people trying I wouldn't bother though.
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only took me 3 hours of riding around the center of illum ninja'ing armements as they spawned to do one daily. After about 6 games of huttball premades, 20 minute que times and not getting wins counted i gave up at 2/3 wins I gave up trying to complete the other daily. I can only imagine it being IMPOSSIBLE for REPUBLIC to complete it tho...

 

Rerolling republic to help balance the pop on my server and to hopefully wait out for BW to come up with a solution to this fiasco.

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If anything the respawn timers are too short.

 

Making them shorter enables Imps to do their dailies while the Republic lags even farther behind.

 

If you're bored running around an empty Ilum unambe to complete objectives cos of population imbalance get your guild to reroll as Republic.

 

I mean it's a bit presumptuous to whine about not being able to do dailies in a "reasonable amount of time" when the other faction basically can't hope of ever getting them period. If anything objectives should be even more restricting, if the imbalance is such that Republic players can't do them then neither can the imps. No dailies/weeklies for anyone till the server community corrects the balance of its own volition.

 

After all its player generated content and a "playing it safe - go imps" player caused problem.

 

Make the 100s of sith on the gravy train their own worst enemy. That'll be incentive enough to get people to go to the other faction.

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People are comparing Ilum to that of Wintergrasp from World of Warcraft due to the "open world" PvP. This is not the case with the current level design, it is much closer to that of Alteric Valley. Alteric Valley contained two bases of opposing faction on opposite ends of the map, along with nodes throughout the map players would want to control for beneficial faction gains. They implemented gathering quests to boost npc's armor, lootable items on enemy corpses that could be turned in to summon elite npc attack squads, and even a boss that would spawn in your base that would slowly stroll to that of the enemies base.

 

Why not have it when you kill a player you not only gain valor but some sort of token you want to turn-in for boosting your guards armor/power (these would be the APC units at the control nodes). You should also gain tokens upon one's death. This would allow the underdog team to keep on attempting to push out of one's base. Once they've turned in a set amount of "death tokens" a boss (AT walker or larger APC) would spawn in their base and slowly move out. This "boss" could have an AoE shielding or healing effect to help entice people to escort it--possibly have two to four turrets on it. Allows the faction that is trapped inside their base a fighting chance to break out. Assuming the "boss" had a decent escort and made it to the first node/control point the enemy APC's laser turrets could target the boss and help whittle it down(or destroy it if they have been upgraded).

 

you mean, why dont give the faction that make the more kills even more advantage?

smart design, yeah.

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Most of the Republic Players on my servers are boycotting it. Why should we give the noobish zerg faction free Valor? Like really, it's complete bulls.hit atm.

 

EDIT:

 

Why not have it when you kill a player you not only gain valor but some sort of token you want to turn-in for boosting your guards armor/power (these would be the APC units at the control nodes). You should also gain tokens upon one's death. This would allow the underdog team to keep on attempting to push out of one's base. Once they've turned in a set amount of "death tokens" a boss (AT walker or larger APC) would spawn in their base and slowly move out. This "boss" could have an AoE shielding or healing effect to help entice people to escort it--possibly have two to four turrets on it. Allows the faction that is trapped inside their base a fighting chance to break out. Assuming the "boss" had a decent escort and made it to the first node/control point the enemy APC's laser turrets could target the boss and help whittle it down(or destroy it if they have been upgraded).

 

.. A buff for the Empire, why?

Edited by Teabaker
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Rerolling republic to help balance the pop on my server and to hopefully wait out for BW to come up with a solution to this fiasco.

 

We did the same with some friends but my age of conan feeling about this game is growing stronger and stronger.

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I for one am glad respawns on those armaments are so long. If they were short then overpopulated factions would have a severe advantage over underpopulated ones when controlling a zone, kinda like what's happening now.

 

How is this logical? The respawn wait is so long, resulting in more-and-more people having to camp the center in larger numbers.

 

If the spawn timers weren't so long, or perhaps in other places, then people would actually be able to complete their quest in a reasonable amount of time. Thus not controlling any one portion of the zone for any given time.

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You want to fix Ilum? Here's a few suggested steps:

 

1. Link valor and daily gains to battlegrounds (the points on Ilum where you can shoot at the vehicles). When a player participates in taking (or defending) a battleground, he gets a buff that lets him gain valor and daily update for 10 kills. That way, the player needs to participate in taking or defending 3 battlegrounds before the daily is done. This should spread the population thoughout the zone in a similar fashion as we have been spread out before 1.1, but now encouraging battle between sides.

 

2. Limit number of players in such a way that the pvp zone alone can contain 50% republic and 50% empire. That way, the players in pve area of the map don't count, while the pvp map will always have half Empire and half Republic (as opposed to current 90%-10% imbalances)

 

3. give players a meaningful reason to return to the zone even if the dailies have already been done. Endgame mats / chests with powerful items or crew skill patterns at random spawn locations are all a decent idea

 

4. give players a way to finish the daily even if the enemy players aren't available. The central battleground chest is a good idea, but it needs to be a viable alternative to killing enemy players. Right now, the spawn timer is too slow. I suggest a similar mechanic as rakata cubes on Belsavis - when one chest despawns, another one spawns instantly somewhere on the map (maybe not the whole map, maybe just around the battleground areas). This way, even if there's 1-2 players on the map, they can finish the daily relatively fast, but at the same time, players are encouraged to fight for the chests should there be a larger number of people around.

 

5. Last but not least, temporary bans for anyone abusing the system and wiped (not reduced, wiped) valor ranking.

 

I'm sure I've missed some things, but that should solve most problems.

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Armament timer seems fine, it is just that it seems like only 3-4 chests can be spawned at the same time. However once one chest is picked another one seems to spawn directly. That just means that the more people trying to loot them the longer it will take for everyone. We were only two people late last night on my server and I got the 20 I was missing pretty darn fast just circling around. If it were more than say 3-4 people trying I wouldn't bother though.

 

I noticed tonight (on a high-pop server) that we had at least 10-20 people attempting to camp the center.

 

That doesn't include the many who just gave up and left.

 

It took me a total of 4 hours to complete my daily quest of 20 armaments.

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4. give players a way to finish the daily even if the enemy players aren't available. The central battleground chest is a good idea, but it needs to be a viable alternative to killing enemy players. Right now, the spawn timer is too slow. I suggest a similar mechanic as rakata cubes on Belsavis - when one chest despawns, another one spawns instantly somewhere on the map (maybe not the whole map, maybe just around the battleground areas). This way, even if there's 1-2 players on the map, they can finish the daily relatively fast, but at the same time, players are encouraged to fight for the chests should there be a larger number of people around.

 

 

Heck no lol.

 

That just enables the overpopulated side that dominates the map to get the dailies done. Why on earth would anyone consider going from the overpopulated to the underpopulated side if you implement something like this that basically revives Ilum 1.0 objective cheesing, but only for one faction?

 

Use the stick. Dailies and weeklies being completed should not be a given. If balance is shot to heck FORCE the players to self correct the problem if they want stuff done. Don't reward imbalance even more.

 

Heck if I'm republic and they enable imps to do the objectives relatively fast while I cant even get out of the base then I'd be derp NOT to reroll to the imps tbh.

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Heck if I'm republic and they enable imps to do the objectives relatively fast while I cant even get out of the base then I'd be derp NOT to reroll to the imps tbh.

 

Most of em are camping you only *because* armaments are so unreliable for getting the daily done.

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Heck no lol.

 

That just enables the overpopulated side that dominates the map to get the dailies done. Why on earth would anyone consider going from the overpopulated to the underpopulated side if you implement something like this that basically revives Ilum 1.0 objective cheesing, but only for one faction?

 

Use the stick. Dailies and weeklies being completed should not be a given. If balance is shot to heck FORCE the players to self correct the problem if they want stuff done. Don't reward imbalance even more.

 

Heck if I'm republic and they enable imps to do the objectives relatively fast while I cant even get out of the base then I'd be derp NOT to reroll to the imps tbh.

 

That's true, hence one chest at a time. If you have a raid of 50 people, you'd need 1500 chests just to finish the dailies for them all - it would imo be far more efficient to find enemy players and kill them in that case. What's more, if people would camp all spots for respawns, they'd be spread out, allowing the lesser populated faction to focus fire one group at a time and get their kills instead.

 

At least that's my reasoning behind it - I do agree, though, that players should be encouraged to reroll the less populated faction. I've had an idea about this one yesterday, but can't think of it now for the life of me. I'll get back to you on that one.

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Hey, if you're like me you made a

:sy_empire: off the bat because its what you play, the culturally unpopular side. Unfortunately the baddies from mmo's like wow that got pwned from playing ally too long know that people like me are going to roll :sy_empire:. So they came into this game ready to ride the coattails of good players and get carried through? Yes. My server is Ilum-dead (duh) and no :sy_republic: are in the area, (or on the server) but you know what? I'm not complaining, you know why? Maybe this was designed like this to make the good players play a new class, possibly :sy_republic:, inviting us to try the game from the opposing faction and take our skilled butts out to Ilum to pwn those baddies expecting to feast on your :sy_empire:-alter ego leftovers. In fact if you are a 50 centurion {or higher(you sad no-lifer:csw_jabba:)}and are mad about this, its YOUR fault. Go re-roll :sy_republic: right now. If you're so good, it wont matter then, right? The game is a month old. Too many :sy_empire:. Need more :sy_republic:. I'm rerolling too. Suck it up, baddie.

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Hey, if you're like me you made a

:sy_empire: off the bat because its what you play, the culturally unpopular side. Unfortunately the baddies from mmo's like wow that got pwned from playing ally too long know that people like me are going to roll :sy_empire:. So they came into this game ready to ride the coattails of good players and get carried through? Yes. My server is Ilum-dead (duh) and no :sy_republic: are in the area, (or on the server) but you know what? I'm not complaining, you know why? Maybe this was designed like this to make the good players play a new class, possibly :sy_republic:, inviting us to try the game from the opposing faction and take our skilled butts out to Ilum to pwn those baddies expecting to feast on your :sy_empire:-alter ego leftovers. In fact if you are a 50 centurion {or higher(you sad no-lifer:csw_jabba:)}and are mad about this, its YOUR fault. Go re-roll :sy_republic: right now. If you're so good, it wont matter then, right? The game is a month old. Too many :sy_empire:. Need more :sy_republic:. I'm rerolling too. Suck it up, baddie.

 

I'm sorry, but this is quite possibly the more incoherent post I've ever read on these forums.

 

Please try to stay on topic, thanks!

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Our 30 strong Imp Zerg was riding around Ilum for two hours yesterday trying to find something to kill... There was an occasional trooper which got torn apart by like 10 imps... Anyway, in the end reps got some 15 or so players strog force, we still roflstomped them, obviously, but at least the daily was done.

 

Conclusion: daily quest is impossible to complete in any reasonable timeframe for either side.

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The problem is for some, like me, that rerolling Republic is not an option. Between work and other duties I have too much respect for my time to just ditch my lvl 50/30

Empire toon and just throw all the gametime down the drain, just because Bioware did not make population caps or didnt take population imbalance into consideration(khem khem, Aion did for example, and it did help somewhat). If I want to play Empire more than Republic just because I like this side more or I think its more interesting (or whatever, really), I should be able to, without getting a guilty conscience that I play the overpopulated side. It's not really a problem we gamers should be solely responsible to solve. That's just bad anticipation and game design from Bioware.

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So due to pop imbalance republic can't get their dailies done and as a consequence empire can't either, so now you wish bioware to cater to empire needs by upping chest spawn.

 

You clearly don't give a crap about the republic players getting left in the dark while you get rewarded for rolling the zerg faction.

 

Sorry, if an overwhelming majority wishes to gang up on a the weaker faction for easier gain then your don't deserve to finish you dailies at all.

 

Suck it up, you entitled princess.

Edited by _Scattered_
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Previously it was just the Republic players that couldnt get the dailies done, don't seem to remember too many Imps complaining about the situation though.

 

So now neither faction can get them done, seems a much better balance!

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Why not just allow us republic players to bring every single one of our companions with us to Ilum :p That might even the odds - slightly.

On a more serious note: What did you think? It is first of all biowares fault for signing of the patches (both the primary one and the "fix" *cough*) and secondary the Empires. If people know that they are nothing more than valor on 2 legs getting zerged (and it is even worse for melees, trust me), they will boycott it, quit the game possibly or just wait for a fix while sitting out on Ilum.

Easy fixes like e.g. reducing valor if you are in certain party sizes and if more people hit 1 target aren't apperantly within biowares scope of reason. So after implementing a no brainer of a patch, not having reason (i.e. not being reasonable) for freezing the server immediatly, not doing a rollback on the exploiters and making the effort of everyone who reached valor rank 60 the normal way look like a joke (empire and republic are hit by that alike) - Bioware shouldn't be puzzled about Republic players not joining on Ilum anymore.

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