The SMOB Project

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
Korsik
Posts: 588
Joined: Tue Apr 07, 2020 1:46 pm

Re: The SMOB Project

Post by Korsik » Thu Nov 10, 2022 3:37 pm

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

Korsik
Posts: 588
Joined: Tue Apr 07, 2020 1:46 pm

Re: The SMOB Project

Post by Korsik » Fri Apr 05, 2024 3:03 pm

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.

Feneon
Posts: 1875
Joined: Sat Dec 19, 2015 5:02 pm

Re: The SMOB Project

Post by Feneon » Fri Mar 21, 2025 12:13 pm

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:
  • Kiraf
  • Tariq
  • Kennel Keeper
  • Sentry
  • Escaped Damane
  • Renegade Cargomaster
If this breaks quests that you know of then let me know.


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.

Elysia
Posts: 8116
Joined: Sun Feb 15, 2015 1:29 pm

Re: The SMOB Project

Post by Elysia » Thu Apr 10, 2025 7:03 pm

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.

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