Lost City of Omu Hunts
Greetings adventurers, this thread is for providing bug reports and feedback on the following topics:
- Hunts in the Lost City of Omu.
- The difficulty of Lost City hunt encounters.
- Loot obtained from hunts in the Lost City.
Module 13: Lost City of Omu will see the addition of a new series of marks to hunt in the Lost City. Similar to hunts introduced in Module 12, you can exchange trophies you obtain from rare encounters in the Lost City for lures by speaking to hunters at Hunter's Square in Port Nyanzaru. Of course, new hunts means new loot as well, with each of the Lost City's hunt marks offering new drops.
Please keep in mind, as always:
everything on preview is subject to change. There is no guarantee what you see on preview will translate directly when the module launches on the live server.
Thank you for taking the time to play on preview and provide feedback, see you in Chult!
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font>
<font color=red>This text will display in red.</font>
Examples:Bug: When I spawned the beholder mark, he fell into the lava and I was unable to attack him.Feedback: Chitters was a lot easier than the other 1 star hunts, seems like he was doing a lot less damage to me overall.
Comments
Does it have the same inventory limits on lures/hunts as unique items? If it is, no thanks.
I want to do hunts with my friends, not to chase my tail over the map with one lure, and/or micro mange inventory.
Make the trinkets stackable and postable on AH, thanks.
I would suggest,
making hunts, and this includes, trophies and lures, stackable. An exchange system wouldn't be half bad,
if you decided to not allowing posting on the AH. IE: lostmauth exchange
Only being able to have 1 of each unique item at a time, is annoying.
If sales were allowed on the auction house, the amount of socialization that occurs as part of the feature would be severely diminished. In addition, these items will lose their value much more quickly as engaging in the market will be easier, and at any given moment players will have access to all trophies and lures that are on sale, as opposed to the subset of those that are available at the time they check with others interested in trading. We'd like to encourage players to hunt their own marks, or to socialize with other players to make trades.
I understand this may not be the response you were hoping for, but I wanted to let you know that we have heard this feedback, and it's currently not something we plan to change.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
THC
http://www.theholycrusaders.com/
I don't know how it supposed to promote socialization. I have thousands of hours in game, embarrassingly large number of thousands and I've never socialized with randoms over hunts. The only thing those hunts made me socialize with is my ViP mailbox, and the fact that I can curse in multiple languages in guild channel.
I'm sure my guild appreciate my social whining over this mechanics. /bitter rant over
Let be blunt, the idea perhaps has great intentions, but it simply doesn't work. In any case, if AH is truly the core limit and what supposed to make the social aspect work, please still make it stackable!
First, trophies and lures don't stack. Sure, this may help you sell VIP, because everyone just summons a mailbox and mails them off to alts or themselves, but that is just plain annoying and serves no good purpose whatsoever.
Second - the RNG - the big prizes (the +5 rings) are hidden behind too many layers of RNGs. Just look at how upset console players were with the fact that getting all the +5 rings was an achievement - you actually lost quite a few players because of that.
I don't know if the Mod 13 hunts are as bad, but if they are, I'll say "thanks, but no thanks"....not worth my time.
While I patch Preview I will echo the call for stackable trophies.
The River hunts have 2 problems from my perspective, poor drop rates on the low spawn rate Hunts and the fact you can only have 1 of each type of trophy in inventory, forcing needless inventory management.
Continuing these problems into the Lost City hunts will result in the same thing happening, in the early days of the module the people that are ready for it will rush in, farm everything diligently, then move on. In these early days it will be easy to get the gear from the Hunts because they will be getting done often enough that anything other than very rare gear (+5 Rings for example in River Hunts) will quickly be disseminated through Guilds and alts as needed. Then after that the interaction with them will slow to a few die hards that are still at it looking for those very rare drops.
I'm not motivated to socialise by this, unless you mean complain about how terrible the drop rates are for the Hunts.
Making it actually a reliable social way to help Guild/Alliance members progress and gear up in order to move into the new endgame content would actually achieve that goal of "increasing socialisation". Making it a means of generating revenue for those able to farm trophies and ignore the gear drops isn't really achieving that goal imo, unless you believe trade spamming is "increased socialisation".
Frankly, given the way you killed socialisation with the Random Q in my Alliance, something needs to happen that makes it worth while again.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
This reads like you're, or whoever told you this answer is, completely out of touch with the playerbase and game in general. I've both farmed and traded/bought lures over the last several months in order to farm for chances at +5 rings. I'm not entirely sure what social interaction you're imagining taking place but it isn't as glamourous or game changing as you seem to think. It involves 2 minutes with typically less then 4 words spoken between either party. There isn't some amazing conversation sparked by this encounter. There isn't a lifelong bond formed over a trade between 2 players that probably don't speak the same language.
Tell us what this is really about. You don't want to have to code the information necessary to allow us to sell these trinkets on the AH. Please don't tell me about the imagined social interactions you think I'm going to miss out on by having the convenience to buy my trinkets/lures off the AH.
This is bad game design and this is a bad explanation for it. You guys/gals are better than this.
Draco Metallum GWF - Hit stuff till dead
Draco Metallum CW - Debuff stuff till dead
Draco Metallum DC - Buff stuff till dead
The excuse of "social interaction" that has the only result to annoy and loose players is one of the worst excuse I read on really long time. If you say "I dont care about it and I'm not bothering on changing it" is actually a better reason than the "social interaction" excuse.
Secondly, I have to also agree that the current hunt system doesn't really do anything for socialization. If you want that, the best thing I can think of is to allow everyone in a party that takes down a hunt to have the same chances of personal loot drops. This would really incentivize partying up and working together to do hunts, gather things to make more lures, do higher hunts, etc. It would also make doing the top hunts less than laughably rare. And DON'T lower the drop rates either!
If nothing else, I just hope the new trophies and the monsters that drop them aren't so skewed in rarity. And would it be silly optimistic of me to hope for a similar revision for the current hunt marks and trophies?
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
My Weekly Haul says 100/100 and I cannot get more Lost Idols from either quests or as bonus loot (I get an error message about reaching cap), however my inventory only has 98/100 Lost Idols. As a result I cannot unlock the Hunts.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
But instead of being blunt / truthful, and saying, "Look, we need to throttle somehow, and yet allow the very tenacious players to complete it first, it's either that or lowering the RNG even further, so we think this is the better solution"
We have some imaginary socialization.
With the right reasons, the community can help offer solutions that will improve the experience, and will make a better game.
1) The lures should be stackable. It is EXTREMELY annoying when you kill a trex because you forgot to mail yourself a lure from 10 days ago.
2) The ring droprate is bad. VERY bad. I've killed multiple dozens, prolly close to 100 Sirrush and KoS hunts, I don't have the Dino slayer +5 ring. I just hope new hunts will have better drop rate than that. Because these rings are... delicious.
You guys don't understand the very efficient anti bot mechanic in it. For once i'm totally with devs </font>
And Dumb repetitive tasks are better for bots.
Kill in area X, lure drops, mail lure to another account. Mail failed, full, mail to next in list, etc...
Now on the other hand, if I need to mail every drop, or go and trade it, I have 2 options, either reach a mental state of "I want to shove a t-rex fang where the sun doesn't shine" Or just not do it.
As a very calm collected person, I choose the second option.
Who am I kidding, calm collected... I've got my mail full, my bank full, can't do half the HAMSTER, described the first option repeatedly, and then moved to the second.
This is not a game mechanic, this is an exercise in irritation and a test how much players can do this until something explodes, people ignore it, or just quit.
Rather see them make a monitzied lure / hunts bag or something, and getting over this, than this. QoL in a bloody game is not negligible.
Since these items are flagged as unique and unstackable though mailable, the emergent mechanism of mailing trophies and lures is supported by item properties, and since it is well known this is being done, we can assume this is intended
So, the intent is for us to mail them to ourselves if we want to have more than one
MMO players farm and grind... that does not change for one feature
Items stored in a player's mail or in their shared bank slots are not backed up, so if your account is compromised or somehow something goes wrong, those items cannot be restored by Cryptic
Encouraging players to store valuable items using methods that are not backed up is seriously bad practice
Moreover, it actually works against your "socializing" goal. If they stacked, it probably would be more common to gather a group of people for something like a T-Rex farm run. Now, there is a lot of extra hassle - people with VIP constantly summoning mailboxes for those who don't.
It's just an annoyance, for no good reason. Please be sensible, and make lures/trophies stackable.
Ring of the Spellfinger +5 (or x)
This ring is clearly done for Hunters with a bow, or spellcasters
2 Defense slot make this item useless
Need to be updated to 2 offense slot.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Silv3ry on YouTube
> I wanted to let you know that we have heard this feedback, and it's currently not something we plan to change.
>
>
Unbelievable. The hunts are one of the worst ideas you ever implemented. Not only are you basically saying you don't care that we don't like it....you are now adding more.
You guys are really uninterested in keeping players. Keep continuing to do mlblatant money grabs, and expanding unpopular game aspects and it won't be an issue for long.
We try to provide a mix of solo and group content. Generally, group content tends to be instance focused, and often it can be completed without the need to socialize with anyone.
Hunts were designed to be a social feature, providing guilds and groups of friends with an opportunity to do some open world content that's not as restrictive as normal instance play. In addition, we wanted players to have the opportunity to form groups spontaneously and make new social connections in a setting that forced players to communicate and had real downtime. (Fast-paced queued content is not always the easiest place to make new connections, as there's rarely any time to talk.) This is something the design team felt was missing from the landscape pre-module 12.
During early prototyping we considered making trophies and lures completely bound to character, however, in the end because we wanted this feature to encourage social play, we decided to allow trading. It's very difficult to allow trading without allowing players to essentially sell items to one another, so we accepted that this would happen. However, again, if we allowed them to be posted on the auction house, their price would drop in value more quickly and players would never be encouraged to team up and/or farm their own trophies and lures.
If neither of these answers is satisfying, and you generally don't find hunts appealing, there are other ways to obtain comparable equipment. Do keep in mind that hunts provide very high item level equipment without necessarily requiring high individual player skill or equipment to obtain, so we do need to balance the difficulty of obtaining lures carefully.
The development team does play anonymously on our live servers, and many of us are members of public guilds. There have been members of the development team who weren't originally involved with any of the hunt design who are members of guilds that have devoted a good deal of time to running hunts together and enjoy them as a laid back social feature. It's difficult to gather telemetry about how many players are playing hunts in this way, but we are certain there are some social groups that are enjoying the feature. When a new item is created, it's sellable on the auction house by default. Making an item unable to be posted is a simple boolean value on the item. I can assure you, the reasons that these items are unable to be posted are the reasons I provided.