Feedback on Bio 2 Turn In?
#1
Posted 22 June 2011 - 11:38 AM
#2
Posted 22 June 2011 - 12:58 PM
#3
Posted 22 June 2011 - 02:31 PM
#4
Posted 22 June 2011 - 02:37 PM
#5
Posted 22 June 2011 - 03:05 PM
BUT I NEED MORE RESPAWN RATES!!!!!!!! LIKE 4X OR 5X
Holy crap, I honestly am not sure if the map (software) can cleanly handle that, when we start getting above 700 monsters on a single map things get weird, doing a 5x would be like 3200 monsters on 1 map. Granted I'm sure we'd sell alot of tokens of sigfried and insurance but that could be a bit too insane.
#6
Posted 22 June 2011 - 03:17 PM
Holy crap, I honestly am not sure if the map (software) can cleanly handle that, when we start getting above 700 monsters on a single map things get weird, doing a 5x would be like 3200 monsters on 1 map. Granted I'm sure we'd sell alot of tokens of sigfried and insurance but that could be a bit too insane.
I like when things get weird. Make it happen. <3
#7
Posted 22 June 2011 - 03:21 PM
XD should be amazing, forcing to full all teams at max to the last fight!!!!!!!! n,n maybe i was kinda stupid but would like more respawn rates of ALL NON-KAVACH ICARUS XDHoly crap, I honestly am not sure if the map (software) can cleanly handle that, when we start getting above 700 monsters on a single map things get weird, doing a 5x would be like 3200 monsters on 1 map. Granted I'm sure we'd sell alot of tokens of sigfried and insurance but that could be a bit too insane.
#8
Posted 22 June 2011 - 03:26 PM
Please. Stop doing seperate turn ins for maps with more then one main killing source. What SHOULD be done is one turn in for all monsters (killing moster a, monster b, or monster c all counts towards +1 of a kill count in a quest (such as, kill 200 bio2 monsters to turn in, doesn't matter which monster it was). Unless your scripters haven't completed any IT/Computer Science degree's (which even then, still should beable to do) then it shouldn't matter, it's a simple if (monster a is killed) +1 to kill count, else if (monster b killed) +1 to kill count...
Thoughts on this Heim? Would create a much more flowed kill count and parties this way.
Thanks.
#9
Posted 22 June 2011 - 03:34 PM
The quest system is being revamped alot (the journal for instance getting a mega-overhaul) but I am not sure how much new quest dynamics will actually get added in. I know it is sub optimal to have ot hunt for a specific creature when you are 99/100 on 1 of them but the rest are at 100/100, as it is we have been doing our best to disguise this shortcoming and just put out the quests that you can participate in fairly easily.
#10
Posted 22 June 2011 - 03:38 PM
We tried doing work arounds like you wear a certain accessory that would give a "token" when x creature type wsa killed, but the tokens only dropped on the ground, and only gave it to the killer not to all in party.
What about the system you had in the anniversary quest? Where you had a mage (or whatever) character talk to one of the stones, all the party members immediately had a item put into their inventory when initiated? Or is this only limited to talking to a npc, not actually killing monsters?
#11
Posted 22 June 2011 - 04:27 PM
The 1 NPC can work like the 71-85 Eden Kill Count Quests where selecting "Accept Quests" gives you all 6 kill count quests at once and selecting "I've finished the quests" allows you to hand in all 6 kill counts at once or however many of the kill count quests you've finished (i.e., the NPC can detect which of the 6 kill count quests you've completed and reward accordingly).
And do the same for the Orcs and Magma 2 NPCs too? I know this is possible, because it's exactly what the 71-85 Eden Kill Count Quest NPCs do.
The only modification that needs to be done is to make it so you don't have to complete all 6 kill count quests in order to retake the quests. That is, selecting "Accept Quests" will detect which of the 6 kill count quests that are currently not in your quest window and give you the appropriate quests.
Edited by chasko, 22 June 2011 - 04:30 PM.
#12
Posted 22 June 2011 - 04:51 PM
Cybernetic : I love this idea, but current game design doesn't support it. The game can only look for "X" creature not y creature family/type for a hunt quest. We tried doing work arounds like you wear a certain accessory that would give a "token" when x creature type wsa killed, but the tokens only dropped on the ground, and only gave it to the killer not to all in party.
The quest system is being revamped alot (the journal for instance getting a mega-overhaul) but I am not sure how much new quest dynamics will actually get added in. I know it is sub optimal to have ot hunt for a specific creature when you are 99/100 on 1 of them but the rest are at 100/100, as it is we have been doing our best to disguise this shortcoming and just put out the quests that you can participate in fairly easily.
If the system isn't oki for doing multi-target turn ins, then how about reducing the ammount of targets for the event duration?. Like, instead of setting the map to have 100 of 6 different kind of monsters, chose 2 kind of those monsters only, and set 300 of each of them. Doing turn ins for two different monsters isn't perfect, but doing 6 different turn ins makes coordinated turn ins messy. Please consider this change for next maintenance
#13
Posted 22 June 2011 - 05:06 PM
Holy crap. Don't listen to him, the spawn rates are enough as is. I'm having a blast with this turn in :]Holy crap, I honestly am not sure if the map (software) can cleanly handle that, when we start getting above 700 monsters on a single map things get weird, doing a 5x would be like 3200 monsters on 1 map. Granted I'm sure we'd sell alot of tokens of sigfried and insurance but that could be a bit too insane.
#14
Posted 22 June 2011 - 05:29 PM
#15
Posted 23 June 2011 - 12:16 AM
I know this sounds crazy but I'd love to see a bio3 turn in for those of us that want something really challenging.
#16
Posted 23 June 2011 - 12:35 AM
#17
Posted 23 June 2011 - 08:39 AM
I have to work today. Just wondering if anybody has tried it yet and what they thought about it? Been looking forward to leveling my 140 RG.
With VIP and no manual on Ymir @128 I got 3-3.5% per specific monster turn in for base and @ job 30ish 15.5% total job from all 6 turnins.
The map is quite large there so the spawn is pretty spread out. If increasing the spawn is going to be tough(and laggy), why not close off some sections of the map to better concentrate the spawn?
I know this sounds crazy but I'd love to see a bio3 turn in for those of us that want something really challenging.
I don't know if they had been testing spawn rates or what was going on, but on Monday, before the maintenance that added the Bio2 turn-ins I was leveling there and decided to check 3.... yeah... didn't go so well. I flywinged about 35 times and on EVERY screen I went on the minimum number of monsters was 8. Some mobs just packed into the screen with a shoehorn, I have never saw bio3 that mobby... this was on ymir BTW. It was insane, even a party of 150s would have been challenged there.
#18
Posted 23 June 2011 - 10:04 AM
#19
Posted 23 June 2011 - 10:21 AM
#20
Posted 23 June 2011 - 10:25 AM
#21
Posted 23 June 2011 - 11:54 AM
#22
Posted 23 June 2011 - 12:53 PM
#23
Posted 23 June 2011 - 04:41 PM
#24
Posted 23 June 2011 - 04:49 PM
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