Any of you who know me or see me, usually know that I'm hunting if I'm doing nothing else. However, because I hunt so often and see many other people doing the same, it has come to my attention that there are not enough hunting areas. Yes, I know there is Fengard and Ayhesa and Nal'jin Depths, but xp/gold wise, those areas are fairly weak and pathetic for someone who is 100+.
As it stands, the only 99+ areas that are worth hunting are Xaanhal, Tiyen, and Volcano, and hell, more times than not, these areas are always hunted out. I do hope I'm not just the only avid hunter in Aetolia who thinks this, nor do I hope that I am the first, however something needs to change.
So, to change this, can more 99+ hunting areas be created that are just as good of xp (obviously) as Tiyen and Xaanhal?
OR
Can the cooldown on the Xaanhal instance be lowered? Right now its at 1.5-2 hours reset, perhaps it can be lowered to 45 minutes or something. That would add in a faster spawned area and would -probably- appease most of us who hunt alot until more areas can be created.
(Oasis): Benedicto says, "There was like 0.5 seconds between "Oh hey, they're in area. That was quick." and "OMFG THEY'RE IN THE AREA STAHP STAHP!""
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Comments
The recent change to statpacks will boost a lot of peoples' health which means that the top-end areas will be receiving even more visitors (previously, the +speed statpacks had the drawback of lower health which is no longer the case to the same extent). Similarly, a lot more people have a higher amount of defensive artifacts compared to when the first of these top end areas were released.
I actually agree with both of Zsadist's solutions. Reducing the timer on the Xaanhal instance simply means that a lot more people will be able to hunt when they feel like hunting. Gold drops could be adjusted if necessary, although I have a feeling that Tiyen is already far more rewarding for those that are looking for gold. Adjusting the recently released hunter's toolset wouldn't be so bad either, mostly because I feel it is completely underwhelming compared to the compass-inlaid bracer.
Perhaps other people feel like chiming in on the subject?
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
That being said, I like your idea of scaling areas, but I agree with Daskalos (amazingly) that it could be abused to powerlevel people.
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
I still like your idea Mac, but I don't think it'd be a great fix to the hunting area problems in the end due to the ability to powerlevel and find a loophole to the xp gain.
When metagaming becomes outright griefing, then we step in. You have to understand, though, that this is a very difficult thing to determine.
i am rapture coder
I think there -are- issues regarding bashing, but I'm not certain it's something that just tweaking one or two things would actually fix.
Am I the only one that seems to have less max health than before, due to the health malus from +speed?
Not that I think the speed increase is even worth the health loss in a pack built purely for PVE.
Essentially, picking a high health statpack with increased speed, a damage resist of choice (blunt, cutting, or one of the elements, depending on your bashing area of choice) still leaves you enough points to get +xp on top of that if you're making a purely bashing statpack.
I get that, certainly for PVE builds anyway.
I bashed through the aberrations quest in a PVE pack, because I was dying too much otherwise (wish I'd figured that out earlier than half way ). But the low strength I had as a trade off meant aberrations were taking annihilating crits and fighting on.
So, the situation isn't quite as simple as that, but I do take your point.