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Gauntlet

Posted: Sat Aug 27, 2022 7:08 am
by LDedric
I know this can be a sensitive issue for many however when doing gauntlet at the moment I think most people are fighting the boredom of it far more than a mobs. This is not a gambit about drop rates of artifacts, this post is about making the experience of going to the gauntlet a more enjoyable one.

First off, the gauntlet is far too large for its current purpose, as such I think it could change places it with the "Sorcerers Dungeon." This seems to make the most sense as the sorcerers dungeon could then have more mobs added for a more enjoyable experience there while also allowing reducing the size for the gauntlet to be done.

Even if that is not what happens the experience in the gauntlet can be made more enjoyable by adding more stuff to work though doubling the time to do the gauntlet would be needed for the following to be implemented.
Perhaps each area has a 5 min timer to kill enough mobs to spawn the rooms boss, with a 10 min timer for the dark father. How quickly you (or your parties) kill count reaches the predetermined number of mobs need to be killed would then spawn a number of the bosses. So if it took you 2 mins to kill the 1000 mobs or whatever predetermined count you want, then you get the maximum number of bosses for that room (5 I think) but if it takes you the full 5 mins or you are unable to reach the 1000 kills or barely get to it you get 1. This would encourage team play and the increase the overall enjoyment of doing the gauntlet.

Each of these bosses could then use the default drop rate for artifacts while also allowing for a "ticket" to drop on the mob as well. This ticket would allow a player (or group of players) access to some crazy area * Fel Magencia or Fel Orphidian Temple could be a good places for it, with a similar or higher difficulty as Sgail, perhaps an Umbris expansion using a couple of the models in the test area? * For a chance at the more coveted artifacts that players like to use for relayers and or some unique deco items and house addons like the pier or sitting area.

Just a thought.

Re: Gauntlet

Posted: Sat Aug 27, 2022 12:19 pm
by valeriano
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Re: Gauntlet

Posted: Sun Aug 28, 2022 10:53 am
by Silent
Gauntlet is not about "fun and enjoyable rides" its about expensive artifacts that boost you either in overall game stage or economically. Regarding its size, this dungeon is not small nor is it slow, you are just under-leveled and most likely using pets. Thus, while you are reaching high reward and high pays you will have a hard time running it (and it will feel boring) but that is the price of under-level grinding. Adding more interaction, mobs and all the rest will just make: a) waiting 3 hours in line; b) being the only thing that players do/camp; c) most likely kill the economy :)

On a side note regarding team-play, if you take a group of players instead of a group of pets, the run will be really fast and you will even have more bosses = higher chance reward (or not but thats for another discussion).

When a guild makes doom runs I fell the time spent inside its actually less than the time used to distribute tickets hahaha.

PS: the enjoyable part of doom is getting that bc... If it wasn't boring everyone would just farm it instead of buying it from you ;)

Re: Gauntlet

Posted: Sun Aug 28, 2022 6:32 pm
by LDedric
I run the gauntlet solo in about 6 minuets, so I think I am good there. However, I don't understand your reluctance in changing and making something fun to do in an otherwise very bland area.

Re: Gauntlet

Posted: Mon Aug 29, 2022 4:32 am
by Johnny Warren
Gauntlet is very different here, where we are overpowered with relayers, compared to the intended set up. I imagine on OSI you can't just autopilot it with your yumi. Unfortunately the idea of "pump up every area, more mobs = more fun" doesn't often work and can have seriously damaging implications for the economy (look at the way the remake of Fel Wrong has imbalanced farming areas for those top 5% of players - the rich get richer and that's AFTER they nerfed the place by like 50% of the mobs it is still broken - protip: if you aren't farming in fel wrong you are farming too slowly, take your guild there and farm it out, its the fastest way to get to the top!). Gauntlet is perfect the way it is because it is dull, repetitive and to be fair, not much fun. Making it so the market isn't flush with BC's and newer players can get a foothold on the wealth ladder.

This leads to the second issue with your idea; gauntlet is the perfectly crafted stepping stone for newer to mid tier players to make the potentially big jump in wealth. Anyone with a pack of nobles or cheap imps can run gaunt easily and access the wealth there. Many top tier players don't bother due to how horribly boring and grindy it is (and they can farm at fel wrong and make gold far faster) making it so that newer players have an area that can let them accelerate their way to the mid game.

Finally, read the room and the roadmap threads carefully. We have 1 coder here who has already said basically he ain't going to be just pumping out new content/areas. +C is working hard on fixing the code for the hues so that guilds and individuals that no longer play can't just hog ALL the good hues, leaving the active community to scrap around for best of the worst hues, so he doesn't have time to code new areas.