Please Revisit/Reconsider IoMM Loads
Posted: Thu Jun 08, 2017 10:26 pm
As most of you know, IoMM used to load rares a couple years ago, such as sids, gchains, warmauls, jcuffs and dirks. People (mostly stabbers in full abs) of course farmed them. It's human nature at best. Though, after an imm discovered that the game had too many of these items in-game originating from IoMM, all loads were removed and replaced with basic kits and low/mid-end trinkets.
I'm partially okay with the decision. I think it's important to control inflation as it is critical for a game's economy. Rares are rare for a reason.
However, I feel the response action was a little too harsh. Unless the loads were a mistake to begin with. (ie: left over from some quest). I forget the exact reason or even the details of the post, if there even was one.
IoMM was a particularly special and unique place in this game in that it was fun, exciting, very challenging, but highly profitable when your skills, knowledge and luck finally paid off. It gave something extra and end-gameish for people to do. It was especially the place to be for those adventuring dare-devils who want to try something risky and receive some sort of worth-while reward in the end.
To properly farm IoMM there was a particular system you needed to know and execute perfectly for each smob, or else it wouldn't go well for you at all. There was no going there and picking rares off of a tree. There were certainly risks associated with IoMM. Outside of potentially losing many levels (probably the best level/exp sink in-game) from mob rips, there were incidents of same-siders killing and taking the spoils after someone worked hard and nearly died for, cross-race PK occasionally fighting over smob claim, and the chance of accidentally having everything you gained dt'd (dt rooms, or caned into water rooms). Despite the risks, it was still an extra and unique activity to do in the game, which I feel we need more of to help retain experienced players.
So, I ask - will you reconsider the changes made, and add back some rare rewards to IoMM?
If farming was the primary reason for the nerfs, is it possible to just lower the rate of the loads or the amount of goods per pop?
Or if it was specifically because stabbers were farming it, is it possible to put the smobs into indoor no-hide rooms and make them stationary? Doing something like this would make the smobs require 10+ players (weave-fodder).
Perhaps, you could make it a smob chain , keeping their current loads intact but after clearing all smobs on the island a chest could contain 1 rare, such as:
jcuff,
gold chain,
obsidian pendant,
knife bladed axe,
warmaul,
egown/scoat,
moonstone dirks,
partisan of ghealdan,
shocklance,
diamond-tipped lance
embroidered breastplate,
heron scabbard,
You could even make it unique in that you only add rares that Murgoz chest does not load. I'd just like to at least see something of value given back to IoMM.
I'm partially okay with the decision. I think it's important to control inflation as it is critical for a game's economy. Rares are rare for a reason.
However, I feel the response action was a little too harsh. Unless the loads were a mistake to begin with. (ie: left over from some quest). I forget the exact reason or even the details of the post, if there even was one.
IoMM was a particularly special and unique place in this game in that it was fun, exciting, very challenging, but highly profitable when your skills, knowledge and luck finally paid off. It gave something extra and end-gameish for people to do. It was especially the place to be for those adventuring dare-devils who want to try something risky and receive some sort of worth-while reward in the end.
To properly farm IoMM there was a particular system you needed to know and execute perfectly for each smob, or else it wouldn't go well for you at all. There was no going there and picking rares off of a tree. There were certainly risks associated with IoMM. Outside of potentially losing many levels (probably the best level/exp sink in-game) from mob rips, there were incidents of same-siders killing and taking the spoils after someone worked hard and nearly died for, cross-race PK occasionally fighting over smob claim, and the chance of accidentally having everything you gained dt'd (dt rooms, or caned into water rooms). Despite the risks, it was still an extra and unique activity to do in the game, which I feel we need more of to help retain experienced players.
So, I ask - will you reconsider the changes made, and add back some rare rewards to IoMM?
If farming was the primary reason for the nerfs, is it possible to just lower the rate of the loads or the amount of goods per pop?
Or if it was specifically because stabbers were farming it, is it possible to put the smobs into indoor no-hide rooms and make them stationary? Doing something like this would make the smobs require 10+ players (weave-fodder).
Perhaps, you could make it a smob chain , keeping their current loads intact but after clearing all smobs on the island a chest could contain 1 rare, such as:
jcuff,
gold chain,
obsidian pendant,
knife bladed axe,
warmaul,
egown/scoat,
moonstone dirks,
partisan of ghealdan,
shocklance,
diamond-tipped lance
embroidered breastplate,
heron scabbard,
You could even make it unique in that you only add rares that Murgoz chest does not load. I'd just like to at least see something of value given back to IoMM.