A lot of new things have been implemented for PVE, and as a player that will only PVE if I have any choice in the matter at all, but can still handle myself if it does show up, I really enjoy that. Many of these things like cityheads and heralds are conceptually the perfect fit for me and perfectly aligned with my strengths and weakness, but in practice are impossible for me to do 99% of the time, because believe me any time I am on I am looking for the opportunity to do them and it just doesnt show up.Reyne wrote: ↑Fri Dec 03, 2021 11:04 am... Yeah I mean the group of DS that we know is organized and crushes all these things is probably the only one doing it though. More power to them but it's not exactly indicative of wide use. I've tried to get people to hit cities with me, it's not exactly something people are fired up to do (on LS anyway).Elysia wrote: That said, there are also oodletons of cityheads slain, which also yield qps. 1888 instances of that in the past 3 months, although a bunch of those are also DS as they are written to the same file. Essentially, cityhead smobbing has replaced heralds.
I understand if the thought was that it was too easy for too little effort but it's gone the other way now I think. The responses it this thread re the heralds seem to agree with that notion.
I don't necessarily agree bc I do think there has been quite a lot of added PvE and whatnot, but I think this feeling is coming from stuff like additional ways to be scouted and the snobbing itself being made more vulnerable to PK, such as the herald chains now ending more or less in the Blight. Like it's not just 'oh I'm PvEing and now by chance there's people here,' it is 'my PvE is being directed right to their doorstep so there's almost always PK involved.'Saif wrote: ↑Thu Dec 02, 2021 6:20 pm
Am a little confused about the idea that everything is being sacrificed for PK. It seems there has been a lot of steps to make it easier for non PKers to gain qps, rares, tps etc. Which changes in the past couple years seem to have skewed the balance? To me it seems to have been trying to spread "the wealth" out among different kinds of players.
The problem is that it takes most groups hours to hit all the herald smobs leading up to the blight, and if at any point they get noticed then theres a group waiting for them a quick spam away from any herald smob. If it was defending yourself from 2 or 3 trolls or a remort plus another player thats totally understandable and thats what it sounds like people expect when they think of handling themselves when they talk about the difficulty of heralds, but i have never seen two or three defenders in any ds cityhead or herald. Its always either a lone troll suiciding himself vs a group, or 5+ led by a remort. All it takes is ONE person seeing tracks in the two hours you are gathering the herald scalps, one time ratting, ONE person hearing a chat, or getting a tell inviting to heralds who then alts to ds and discords everyone playing league, ONE locate weave from a dreadlord, ONE person using the basin, and you are stuck outnumbered in an smob a stones throw away from a ds city where all of them can flame directly there and hit grouped, while you are trying to bring a bunch of non-pkers (usually, most of the pk'ers are getting their qps from pk and the majority seem morally against smobbing for qps for some reason) back to safety with half your group dying and nobody getting any quest points for the hours of work they put in.
Cityheads are the same way, back when we were doing them on LS, we would watch the who list and the playground to see if we had enough people to be able to handle it. I would spend 10 hours+ per day keeping an eye on when it would even be possible to do a cityhead hit. We'd finally get 2-3 more high level players than there were ds on and be able to hit, and over half the time suddenly the playground would go from 1 person online, to 5+ hitting us grouped between when we entered the city and when the first cityhead got to hurt. Didnt matter who I was grouped with what time of day it was.
Solution to this: change the playground to make a delay so there's plausible deniability that they were there for 15 mins beforehand.
My point is not to complain, I truly do appreciate the efforts to be more inclusive towards different playstyles, and I personally do really enjoy the risk that pvp brings to pve, and adding those considerations to decision making. My intent when bringing this up is to point how while the concept has been designed to implement risk to the PVE side, the risk is rediculously high for heralds and cityheads, to the point where I go in realizing that even under perfect conditions, I am going into an smob that I COULD solo, and even have 3-4 people at my back, and STILL knowing that I will likely die because im a stones throw away from people who have had hours to scope what we are doing and im at their doorstep where everyone can flame to and group and hit us with overwhelming numbers.
If the goal is to introduce risk to the PVE, and if the target user is primarily PVE players who are getting a taste of PVP, then throwing them into the some of the most dangerous spots in the game isnt really a great idea, because they have little to fall back on, their only advantage is sneaking in and doing it unnoticed which is extremely difficult for reasons stated above. IDEALLY, you want to have those final smobs surrounded by mixed support, with LS cities close by, and with some way to notify DS that its being done. Couple ways that can be done, Whether thats by having the FIRST smob in the chain in the blight so that ds can see its being done, and decide if they want to raid down south to hit the smobbing group, and DS still has the oportunity to hit LS while they are getting the first scalps, but before wasting hours of time prepping for something thats gonna get taken away from them. Alternatively, all the smobs could be down south, but the herald mob could narrate for DS when it was being done. That way DS could still hit if they wanted to, it still adds in pk risks, and teaches non pker's how to minimize risks and fall back on mobs and have ways to play it smart other than "walk in a door next to a ds city".
That being said, Bearlon and Jehannah are excellent in terms of still being difficult, i still end up failing to hit it even unopposed sometimes if i only bring one person with me baerlon, prefect balance of difficulty, reward, and pk considerations. pk there is very balanced ive seen, it usually goes towards whoever makes better use of the mobs and doors and utitilizes zone knowledge better, so its not generally a deathtrap but still risky.
RP rewards are great implementations on the imm side of it, the system is in place for those people who prefer to do RP. The player base still doesnt generally know how it works yet so many RP'ers are not getting any credit, but thats on the playerbase not the imms, specifically everyone who doesnt RP (including me) learning to use the mobol and award the people who add flavor to our gaming experience. Not saying that we have to change our playstyle to fit RP'ers but that we should learn the mechnisms to award those that have enhanced our game immersion/added to our experience, as we are the only way they get awarded for what they do and bring to our table.
What I'm trying to say is that the system is largely in place for every playstyle to enjoy and progress doing what they like, and it seems to be in a better spot for more diverse groups than it ever has before, but there are a few small things that could be tweaked or approached differently in order to really capitalize on the great systems we have in place now.