The SMOB Project
Re: The SMOB Project
A few smob updates being rolled out today, the aim is to make interior smobs more group oriented while exterior smobs are more for solo players. The following smobs will now be nohide; Roland, Ragnor, Forest Brigand Leader, Disgraced Arafellin, and hulking mercenary commander. The following smobs will have nohides removed; Belroi, Escaped Damane, Kandor Lithe, Tainted MC, swarthy pirate captain, and Surelle.
Certain smobs are very far flung and have very little risk for the items they load. We will be removing these mobs jcuff, obsidian, and gold ring loads but shifting loads to interior mobs. Renegade Cargomaster and Tariq will both lose these loads. In place both mobs will have kandori loads and increased gold loads. The same % of load removed here will be moved to mobs that are higher risk.
Trinket loads have also been adjusted slighting in places. You may see mobs loading high end dodge trinkets that require groups as well.
Pravus entrance mechanics now allow for warrior to bash gate to gain access to the smob
Certain smobs are very far flung and have very little risk for the items they load. We will be removing these mobs jcuff, obsidian, and gold ring loads but shifting loads to interior mobs. Renegade Cargomaster and Tariq will both lose these loads. In place both mobs will have kandori loads and increased gold loads. The same % of load removed here will be moved to mobs that are higher risk.
Trinket loads have also been adjusted slighting in places. You may see mobs loading high end dodge trinkets that require groups as well.
Pravus entrance mechanics now allow for warrior to bash gate to gain access to the smob
Re: The SMOB Project
Oilskin bag mob loads have been updated. This includes things like potions, crafting tokens, and craftable rares on low %. A group of 5 has the best chance at getting the top loot.
Re: The SMOB Project
RE: The Round Table
As far as smobbing goes, we're not going to increase loads while a collection of players regularly farm after reboots. Flooding the game with great gear may not matter, but we're not looking to make that change yet. However, we have created a timer system that takes us to roughly 4-6 pm EST. I'm still trying to lock this in to a more specific timer. I'll keep chipping away at this.
CLARIFICATION
Oh, if you thought it was a window, it's actually after 4pm till reboot.
we have created a timer system that takes us to roughly 4-6 pm EST <-- This means right now the timer system triggers between 4 and 6pm. I'm working on getting it consistent and reliable at a set start time. That should give 6-8 hours in that time frame.
I'm still trying to lock this in to a more specific timer. <-- This means I'd like the time it happens daily to be reliable and not a huge window so people know.
General thoughts:
When we made the last major smob update (thanks Korsik), we made basic gear very easy to acquire and we doubled the % of all trinket loads. That doubling, though, was often from 1 to 2% or 2 to 4%. This meant that in the past you had to farm on repeat to get both the basic gear as well as the trinkets, but with the update, you could hit roughly two or three smobs of the same variety and have a full basic kit without trinkets.
This benefitted some and the thought was that it would make it easier to "jump back into the game," but it may have led to smobs being hit less frequently (there was never anything different on their loads and too easy to get full basics).
For the past two months, for example on trinket %s, TAR has been set on a trigger rate that is double the rate at which Jimmy would load a gold ring.
This is an example of where there is a large discrepancy between basic smobbing and an instance like TAR which, though random and RNG, also came with a 100% upgrade of an entire set. I can imagine not wanting to ever smob outside of guaranteed QPs (like heralds) or loads (like TAR chances). This likely leads a lot of players to avoid smobbing outside of specific circumstances.
So, we are going to do a couple of things starting specifically in Andor:
Increase the amount of mobol that SMOBs do to decrease the ability for many people to solo them. And generally move away from the ability to solo SMOBs there.
Take loads away from outlier SMOBs that can be done in relative safety, possibly even remove outlier smobs entirely.
Make SMOBs generally harder so that we can increase the loads on them comfortably.
Vastly increase the % loads of trinkets and valuables in some central smobs between the rough time EST and reboot.
We want people to have reasons to do things repeatedly, together. We think this might help, but we'd also like to encourage people to play around a central time, so we're focusing on increasing rewards in these hours as a start.
Sorry if you are in the outlier time zone that makes this not a possibility. We want to see more people playing, but we're going to focus on a specific period of time (e.g. hopefully 6 hours a day) and increased rewards to increase the likelihood of player overlap. Just remember that the more risk there is in the game (e.g. sides competing, players playing, balanced groups to create the possibility of conflict) the easier it is to make material changes that will get you the things that you want from this game.
I'll update this post as changes are made.
If you have a response to this and want to be heard, feel free to send me a message for consideration. This will be added to our on-going discussion.
As always, subtractions are easier than additions:
First changes:
Smobs removed from the game:
Pine in KK is permanently locked off as of now. But, in an attempt to reduce the safety of Noose we've added a "slide" feature to the northeastern portion of the upper level. The only indicator of this is a change in the room description that is in all caps.
As far as smobbing goes, we're not going to increase loads while a collection of players regularly farm after reboots. Flooding the game with great gear may not matter, but we're not looking to make that change yet. However, we have created a timer system that takes us to roughly 4-6 pm EST. I'm still trying to lock this in to a more specific timer. I'll keep chipping away at this.
CLARIFICATION
Oh, if you thought it was a window, it's actually after 4pm till reboot.
we have created a timer system that takes us to roughly 4-6 pm EST <-- This means right now the timer system triggers between 4 and 6pm. I'm working on getting it consistent and reliable at a set start time. That should give 6-8 hours in that time frame.
I'm still trying to lock this in to a more specific timer. <-- This means I'd like the time it happens daily to be reliable and not a huge window so people know.
General thoughts:
When we made the last major smob update (thanks Korsik), we made basic gear very easy to acquire and we doubled the % of all trinket loads. That doubling, though, was often from 1 to 2% or 2 to 4%. This meant that in the past you had to farm on repeat to get both the basic gear as well as the trinkets, but with the update, you could hit roughly two or three smobs of the same variety and have a full basic kit without trinkets.
This benefitted some and the thought was that it would make it easier to "jump back into the game," but it may have led to smobs being hit less frequently (there was never anything different on their loads and too easy to get full basics).
For the past two months, for example on trinket %s, TAR has been set on a trigger rate that is double the rate at which Jimmy would load a gold ring.
This is an example of where there is a large discrepancy between basic smobbing and an instance like TAR which, though random and RNG, also came with a 100% upgrade of an entire set. I can imagine not wanting to ever smob outside of guaranteed QPs (like heralds) or loads (like TAR chances). This likely leads a lot of players to avoid smobbing outside of specific circumstances.
So, we are going to do a couple of things starting specifically in Andor:
Increase the amount of mobol that SMOBs do to decrease the ability for many people to solo them. And generally move away from the ability to solo SMOBs there.
Take loads away from outlier SMOBs that can be done in relative safety, possibly even remove outlier smobs entirely.
Make SMOBs generally harder so that we can increase the loads on them comfortably.
Vastly increase the % loads of trinkets and valuables in some central smobs between the rough time EST and reboot.
We want people to have reasons to do things repeatedly, together. We think this might help, but we'd also like to encourage people to play around a central time, so we're focusing on increasing rewards in these hours as a start.
Sorry if you are in the outlier time zone that makes this not a possibility. We want to see more people playing, but we're going to focus on a specific period of time (e.g. hopefully 6 hours a day) and increased rewards to increase the likelihood of player overlap. Just remember that the more risk there is in the game (e.g. sides competing, players playing, balanced groups to create the possibility of conflict) the easier it is to make material changes that will get you the things that you want from this game.
I'll update this post as changes are made.
If you have a response to this and want to be heard, feel free to send me a message for consideration. This will be added to our on-going discussion.
As always, subtractions are easier than additions:
First changes:
Smobs removed from the game:
- Kiraf
- Tariq
- Kennel Keeper
- Sentry
- Escaped Damane
- Renegade Cargomaster
Pine in KK is permanently locked off as of now. But, in an attempt to reduce the safety of Noose we've added a "slide" feature to the northeastern portion of the upper level. The only indicator of this is a change in the room description that is in all caps.
Re: The SMOB Project
The Mirnavaere chain has been changed to be less stabber/ channie friendly, but more doable for bashers and duos. The lady has gotten a companion so she's now a bit like a mini-Surelle in the sense that there are now two smobs and no minions. Some tweaks may still be needed in the future, depending on how easy or hard it is.
Jaq Arenhald and his cronies have been moved, the chain now starting west of Whitebridge. Mobs and loads stay the same.
Jaq Arenhald and his cronies have been moved, the chain now starting west of Whitebridge. Mobs and loads stay the same.
Re: The SMOB Project
The Jerad Seratovni minichain's starting point remains the same, but all next steps have been moved, leading south.
Re: The SMOB Project
It delayed today (still not reliable, 3hours late?), but this is live now.
You'll see this on LS:
A recruitment officer narrates 'Gather in Andor, friends! Find something to do!'
I'd suggest you focus on smobs in Andor. Once those smobs repop after this narrate you'll notice which smobs have the potential for the loader and the difficulty will adjust with time as we see how it works out. The loader will rotate around every 90 minutes.
You'll see this on LS:
A recruitment officer narrates 'Gather in Andor, friends! Find something to do!'
I'd suggest you focus on smobs in Andor. Once those smobs repop after this narrate you'll notice which smobs have the potential for the loader and the difficulty will adjust with time as we see how it works out. The loader will rotate around every 90 minutes.
Re: The SMOB Project
The Alamir smob has been turned into the end boss of a minismob chain starting in the vicinity of Remen and leading north across the center of the map.
As a note to some players who keep saying imms should do more: the final area, the mob descriptions, the room descriptions were all already in place. Just the minichain, mob and equipment loads, mobol and story took almost 6 ingame hours to put in. Add to that a few hours of planning the whole thing offline. I get that people want more, but I feel this comes from a lack of understanding how much time these "small" things take.
At some point, players are going to have to put in work to create and drive activity that is inclusive - you can't keep leaning on imms to push activity. For one, we have real lives. For another, it would be really nice if we could play too, which is something that would benefit not just our mental health and motivation, but also our sense of balance.
As a note to some players who keep saying imms should do more: the final area, the mob descriptions, the room descriptions were all already in place. Just the minichain, mob and equipment loads, mobol and story took almost 6 ingame hours to put in. Add to that a few hours of planning the whole thing offline. I get that people want more, but I feel this comes from a lack of understanding how much time these "small" things take.
At some point, players are going to have to put in work to create and drive activity that is inclusive - you can't keep leaning on imms to push activity. For one, we have real lives. For another, it would be really nice if we could play too, which is something that would benefit not just our mental health and motivation, but also our sense of balance.
Re: The SMOB Project
The five minismob chain end bosses (Tear brigand leader, Jerad Seratovni, Mirnavaere, Jaq Arenhald and Alamir) now each load one of the old gemstones upon completion of the chain. The ones in circulation will be ruby, emerald, sapphire, diamond and marcasite gemstones. The citrine gemstone that used to load at Meneril is not currently in use, but its load has been removed in case we need it in the future.
The itinerant peddler in Four Kings takes these gemstones. Two or more DIFFERENT gemstones will yield increasing rewards. If you give him, say, two rubies, he will just eat any other gemstones you have given him. This is to encourage people to travel the map, not farm the same minismob over and over. SAY HELP COMMANDS to receive instructions. Note, any race should be able to turn gemstones in.
Note, the gemstones are no-rent, so only sustained activity over one boot will be rewarded.
It only took two weeks to overcome a counting mobol obstacle and a few odd hours to expand functioning mobol and then test it.
The itinerant peddler in Four Kings takes these gemstones. Two or more DIFFERENT gemstones will yield increasing rewards. If you give him, say, two rubies, he will just eat any other gemstones you have given him. This is to encourage people to travel the map, not farm the same minismob over and over. SAY HELP COMMANDS to receive instructions. Note, any race should be able to turn gemstones in.
Note, the gemstones are no-rent, so only sustained activity over one boot will be rewarded.
It only took two weeks to overcome a counting mobol obstacle and a few odd hours to expand functioning mobol and then test it.
Re: The SMOB Project
Disgraced Arafellin Officer has a higher chance of loading pair of axes, his mobs should be more difficult.
Celia's trinket loads moved to Murgoz
Captain Morgan's trinket loads moved to Orma
Jimmy's trinket loads and vial moved to Roland
Chianna's jcuff load split 3 ways between: wicked fade, gholam, and Layten
Huge Infested Scorpion's chest has moved. General area, but you'll have to find it.
Celia's trinket loads moved to Murgoz
Captain Morgan's trinket loads moved to Orma
Jimmy's trinket loads and vial moved to Roland
Chianna's jcuff load split 3 ways between: wicked fade, gholam, and Layten
Huge Infested Scorpion's chest has moved. General area, but you'll have to find it.
Re: The SMOB Project
Now that the new chit load on the itinerant peddler (see further up) has been discovered, the chit load on Surelle has been removed.