I have recently found myself doing the dragon runs in the Well of Dragons fairly frequently. I have played the game for some time, understand the ins and outs of doing the runs. I call the runs frequently as well. Recently, there seems to be an influx of people doing the runs. There is a developing problem here. When there are few people on, the unneeded instances drop away, leaving you with only 1 or 2 instances in which to do your run. This cuts them short. On days like today, I just left and there were 6 active instances, all nearly to capacity. The problem here is most runs form on the highest # instance with the lowest # of people. So we formed on instance 6. We even announce that we are going to instance 5 after 6 is completed. After we jump to 5, you realize that half of the dragons on this instance have already been downed. After that, because there are so many people in the lower instances, it's next to impossible to proceed. I'd like to put this idea to the Dev's. There's a simple fix to this that would take care of most of the dragon run problems in one stroke. That simple fix is to have the dragons respawn after say 1 minute. This way if you are low on instances, you only need one. You can run in circles until timer runs out. On days that there are many people and several instances, it negates the need to switch instances, not knowing if there are any dragons left in the instance you are going to. It also seems to me that this would be a simple code add. Since most mobs have similar respawn times, it would only be to add the respawn code to these.
I know there are a lot of people that do the dragon runs. I think this would fix a lot of player frustrations, I know it would for myself.
Please comment and see if there is enough support to get this looked at as an option.
Thanks
3
Comments
I don't believe the original idea of the WoD dragon runs was meant to kill more than 5 dragons by jumping to different instance. It is the 'creativity' of the players that manifested the game play to be that way.
ITs like that for like 90% of the game.. just lol at some peoples thoughts.. sure they are super easy.. when was those released anyways?
If you want to argue why they think they need to offer 20-30 or 50% more power every other mod.. that is a totally different discussion.. 5% would be fine.. but its crazy.. when I came back after a year.. COMMON blue drops in Bavoria.. were better then my million dollar AD bought professions gear that I had purchased on a few toons.
Thats just one years time. That was just basic HAMSTER gear.. when I started adding the hunt gear up altogether.. it was like 30-40% straight dps increases.. stupid .
So ya.. your mixing things up.. the dragons are years old.. dont start freting about that.. rewards are near meaningless.. even with whomping them.
We used to start at White and then Black, Green, Blue and Red. The Ride from Black to Green was fine for 5 Dragons, but others decided to skip the long ride and start Run 1 at Green, Blue, Red, White and Black and then 2nd Run (on another instance) at Black (because of it's nearness to the Central Campfire) and then to White, Red, Blue and Green, Change instance and White through Green for the third run.
Once the players got better, then the Third run started at Black all the way to Green.
Haven't been on more than one 15+, but there was confusion as to whether to start at Black or White.
So, it's not really circles, it's back and forth while changing instances each time.
You do need a party to be able to jump to the next instance most times. Single players have been shut out by the 30 cap.
Also, calling your next instance before you are at the last Dragon can cause latecomers to fill up the new instance before you finish the White Dragon on the first run, making some of the DRs not have a place to go because they stayed to actually kill the final Dragon.
at an IL of 16k+ and knowledge about their classes and they melt dragon as fast as 30 players on the dragon instance ending up with 15+ dragons as well. we tested it once, a while ago to have a look how easy this became.
Also ToD is a pretty old Module and i don't think they are gonna fix anything in there. better don't change a running system, "improving" tends to lead into bugs and an angry playerbase (well for cryptic studios at least).
Also you guys return to the WoD just for the DR but just think of the Players simply questing there. the content is not made for endgame players but for the players touring through the old campaigns for alts or completely new players chars.
And about the lack of instances needs to be said...Instances just close when they are not needed to fit the players inside the map. This system does not care about hourly returning events on this map or about the players that are doing those events. The event is supposed to work like "kill all 5 dragons on your instance if you are able to" and not "oh well players become more and more powerfull so kill as many dragons as possible not depending on the instance" thats not the core of the DR as it was ment to be when it was released back in 2014! keep that in mind WoD is online since 4 years and a coupla month now. Also tbh cryptic is not know for caring about their playerbases wishes and requests alot. just take the game and it's features as it is and have fun with it.
THANKS
great game
Powercreep and player ingenuity has led us to where we are now. In the early days doing a five dragon run was hard at times. And *sometimes* we did Black Dragon as well.
If there isnt enough instances to smash more dragons to pieces in seconds then so be it.
Best solution is suggested somewhere above - toughen up the dragons and give better loot in return - i.e. GMOP+ [especially as the Dev team wants more players at end game faster]
As the zone has a zone-wide hoard-percentage-counter, make the dragons also kind of zone-wide:
- They appear in all zones for just 2min simultaneously.
- They're really, really tough.
- Reward is given to all players participating after those 2min depending on how many dragons have been killed in all zones together.