[ In support of this suggestion ] Runic Dungeons: Ending punishment for playing in groups

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PowerWord Rage
Posts: 184
Joined: Fri May 26, 2023 5:50 pm

[ In support of this suggestion ] Runic Dungeons: Ending punishment for playing in groups

Post by PowerWord Rage »

I'm a player that is fully aware of the mechanics behind the Runic chest behavior and i agree that the current system -do- punish group play.
While i understand that this is to prevent players from going on to keep farming Runic loots or hogging dungeons ( which is still a thing whenever adamantine node comes up ), I believe that this system which has been in effect for perhaps as long as ten years or longer? should have a change because the current system actually do not prevent the overflow that is already happening in Arelith market.

I'm actually very much in favor of this -

" Proposal 1

Redesign the Runic chests so that they operate via script and do not operate as traditional chests. Make it bring up a UI.

Everyone who dips their hand in gets a roll on runic rewards. After they get one, they individually go on timer.

Unlocking them could still require a lockpicking check, trap check, and bashing it a contest of survival smacking it. We have many of these systems already supported in quarters and likes. I imagine our devs could find more elegant options as well. "

The Timer for the runic reward can be 24 hours to 72 hours rather than the current existing system (bind to account and player's login time). This will greatly incentivize group dungeoning and RP.
It's especially so when currently, the group effort for epic dungeons on a group are often pre-scheduled ICly and most often, these do not actually yield much rewards although, we RP otherwise.
While i also understand that we're here to RP and it's the joy of group that's important which i fully agree, let's not less-treat ourselves and also gives logical and better rewards for group effort.

Additionally, if the timer for runic chest is set to 72 hours ( just a suggestion ), it will also stop the current market overflow gradually. And while i would propose the same to adamantine, I'll hope that the Devs can hear the players' opinion on this matter from this thread.

Current Active PC : Hidden
Also as : Helkaros (Shelved), Raom, Davis White, Stein Ashbeard, Xan'glyph.

Richrd
Posts: 206
Joined: Wed Jul 15, 2020 3:03 pm

Re: [ In support of this suggestion ] Runic Dungeons: Ending punishment for playing in groups

Post by Richrd »

Going to be concrete here. But let me say first that this post is in no way a personal attack against anyone who had a hand in scripting any part of the current runic chest system and endgame dungeon rewards in general. These are my observations and opinions, keep that in mind for this entire post. I have also not played any Arelithian endgame content for a while, so if any of my observations and statements are factually incorrect go ahead and correct me.

With that out of the way let's summarize first why the current runic chest system is quite dogawful and simply does not work as it's intended. There's two major reasons for this.

The biggest offender here. You are punished for grouping up for any runic chest that you could instead solo. This promotes meta building (goal with that being able to solo more content, thus getting more fat dolla dolla dosh cash) but also is counter to what a PW should be all about, which is to adventure and experience the server and it's setting together. No, I am not saying that instead somebody who plays solo should get punished. I do say though that if we want to make things fair and fun then both the solo-adventurer and the party goer crowds should receive equal opportunities at the end of a runic chest run. One because ... well, they just solo'd a freaking endgame dungeon designed for parties. And the other? Because they play the server as intended.

Next; the chest and it's contents do not share a cooldown with the spawns of the dungeon itself. This is a problem not only for the runic chest but also for highly coveted high tier ore veins. Simply put: A dungeon's monsters should absolutely not have a respawn timer separate from the reward at the end. Now some may think that linking the two together could enable vicious and evil circle grinding of disgusting proportions. This could be simply countered by dungeons having appropriate respawn timers. A few hours at least. There's more than plenty enough endgame content on Arelith as is, so nobody needs to worry about not being able to get their runic materials fix methinks. And if you are worried about getting unlucky, going to several dungeons and they're all empty? Well, I don't see the issue here. Arelith has portals up the Snuggybear all over. Use them. If you are at the point where you farm runic materials then portal lenses should definitely no longer be a financial trouble for you.

Now going more into the thread here itself and the reason why I am responding to this; please do not further MMOify Arelith than it already is. It's a PW, not Final Fantasy 14. We don't need a NUI popping up and letting us roll need or greed for that high tier runic material. It's intrusive, immersion shattering and frankly not necessary. If you want to personalize loot for the runic chests? Amazing idea. But make it simple, with scripts running under the hood, outside the player's view.

Suggestion: Players walk up to a runic chest, click on it, get random rewards out of it. This can enable some other weird player behaviors, like people asking "what did you get out of the chest" and such but people can avoid being awkward about it by just having some standard of roleplay and not treating the videogame like a videogame in-character. But yeah, in general I do definitely agree with PowerWord Rage that there needs to be SOMETHING done to runic chests at least. They suck and have always sucked, mainly for the two reasons described above.

Peace.

Chloe123
Posts: 39
Joined: Tue Jan 10, 2023 6:41 am

Re: [ In support of this suggestion ] Runic Dungeons: Ending punishment for playing in groups

Post by Chloe123 »

Just play a warlock so you can solo everything :D

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The First Vicar
Posts: 37
Joined: Mon May 30, 2022 12:11 am

Re: [ In support of this suggestion ] Runic Dungeons: Ending punishment for playing in groups

Post by The First Vicar »

Chloe123 wrote: Fri Oct 20, 2023 5:28 am

Just play a warlock so you can solo everything :D

MOSTLY everything :shock:

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