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Changes and Suggestions

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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Thu Jan 26, 2017 2:46 am

Not sure what the default droprate is, but it's at 50% now. I'm glad that it wasn't as bad as you remembered at least :)
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Xabassis
Posts: 20
Joined: Sat Jan 21, 2017 2:23 pm

Re: Changes and Suggestions

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Postby Xabassis » Mon Jan 30, 2017 4:39 pm

Hey Control! Any way we can get Earthshaker's in? Master Yael in the Hole used to drop it, spawn is replaced by the Ancient Guardian
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Blink
Posts: 5
Joined: Tue Jan 31, 2017 5:41 pm

Re: Changes and Suggestions

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Postby Blink » Wed Feb 01, 2017 8:39 am

Earthshaker would definitely be cool. That's quite the throw back from back in 99. I also wanted one but it was removed from the game and they were too expensive in the bazaar. On a side note, it appears the planar charm doesn't work. Is there any plan to implement an upgraded charm?
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Xabassis
Posts: 20
Joined: Sat Jan 21, 2017 2:23 pm

Re: Changes and Suggestions

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Postby Xabassis » Sun Feb 05, 2017 7:22 pm

Any chance droprate on Shrunken Goblin Skull Earring could be increased from Grachnist the Destroyer in Warsilks? Or even add Fabled Grachnist in? I've cleared the goblin fort more times than I would like to admit, only ever 1 Grach up at a time and ... yeah it's as annoying to farm as it was on live.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Sat Feb 11, 2017 3:21 am

added yael back in as a rare!

upped the droprate on the goblin ear, and I checked for the fabled version, but he isn't in the db
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Xabassis
Posts: 20
Joined: Sat Jan 21, 2017 2:23 pm

Re: Changes and Suggestions

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Postby Xabassis » Sat Feb 11, 2017 1:26 pm

Woo! Thanks Control! So pumped to go farm Earthshaker!
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Xethel
Posts: 3
Joined: Thu Dec 15, 2016 6:16 am

Re: Changes and Suggestions

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Postby Xethel » Sat Feb 18, 2017 9:14 pm

Any chance you were able to work on the Plane of Time revamps that were previously discussed? I know a couple of us are waiting for it to be streamlined so we can get back into the end game but are unable to dedicate the full 5-6 hours worth of clearing. I know you've been quite busy but I was just curious.

Thanks!
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Mon Feb 20, 2017 5:36 am

I thought that I'd extended the time limit, but checking though my notes, it doesn't look like it, so I'll have to go and poke things. That was the major issue, right? time limits, and maybe a translocator?
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RorzeGaming
Posts: 12
Joined: Fri Jan 27, 2017 7:08 pm

Re: Changes and Suggestions

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Postby RorzeGaming » Mon Feb 20, 2017 7:03 pm

If you can look at the Coirnav Event, not sure what the time limit is, but after all the mobs get cleared in roughly 14 min, nothing happens and after a few minutes he shouts that he is fading away and a little bit after that everyone gets banished and ported to PoK.

Maybe, even look at the Rathe Council event and see if its supposed to be that challenging on your server. The 12 mobs hit extremely hard, they respawn after 11 min. Maybe tone down the mobs or increase the respawn time.

all in all, maybe double the time on Coirnav from 14 min to 28 min and Rathe Council from 11 min to 22 min should be fine.

Thanks for the help.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Tue Feb 21, 2017 12:52 am

How's your group setup and your gear? Any talk of making things easier, especially at the last few encounters in the game, needs to be pretty carefully considered. Both may be tough encounters, but we have had single groups take them down before.
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RorzeGaming
Posts: 12
Joined: Fri Jan 27, 2017 7:08 pm

Re: Changes and Suggestions

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Postby RorzeGaming » Tue Feb 21, 2017 10:43 pm

We are full elemental and vp with 400+aa .. there are 8 or 12 of us, depending on who shows up that night.

We feel that we finish the adds in the 14min time and coirnav never became targetable.. .but we can try to be quicker on adds.

Rathe Council is a bit harder to follow any guides with mezzing 6 mobs and offtanking all 12 to kill all within 11 min, so right now we don't have a strat since even killing 1 of them results in a couple deaths from someone pulling agro and get instadeath.

I am not really looking to make it easier, was just thinking that on this server with less people that the event might need a little more time to complete, rather than the 14 or 11 min needed on regular servers where you have the large raid groups. We are going to keep trying and see if we can get it, I am sure we can get it with maybe other guilds.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Wed Feb 22, 2017 3:26 am

Kk, that should be plenty of gear and people. I'll take another look at Corniav's delays when I get a chance. I scaled his timer up a bit from the default in the first round of tuning, but there may be some other issue that's borking things up.

For the Rathe, generally, the trick/strat is that the non-mezables do much less damage as their hp lowers, so once one is almost dead, he's easy to offtank (lowest level only hits for 100ish iirc), and then you can fetch another and repeat. Then you can kill them practically all at once and just have the mezables to deal with. On live, we'd beat down and mez the mezables first, but that's probably not as necessary here.
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RorzeGaming
Posts: 12
Joined: Fri Jan 27, 2017 7:08 pm

Re: Changes and Suggestions

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Postby RorzeGaming » Thu Feb 23, 2017 7:29 am

I am not sure if you had done anything yet, but we were able to complete the Coirnav Event.

After clearing all the adds and bosses, a total of 10 bosses spawned that were copies of each other. Then after those , Coirnav became targetable with his adds..
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Fierlen
Posts: 52
Joined: Fri Nov 18, 2016 5:13 am

Re: Changes and Suggestions

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Postby Fierlen » Fri Feb 24, 2017 7:06 pm

I'm not sure either the Rathe or Coirnav need to be adjusted. Coirnav does sound bugged in some way but it has worked fine in the past. Once you get used to the event, it is probably the easiest of the elemental planes encounters.

As for the Rathe, it is doable with six characters but it takes a perfect setup. It will take some time but with 8-12 it should be no issue to beat the event with the current time limit.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Sat Feb 25, 2017 6:01 pm

Grats on the kill!

I hadn't changed anything about it yet. There is a problem with some of the EP scripts firing multiple times, giving you multiple copies of mobs. I made some changes a while back that I think improved things, but it didn't stop it completely. It's possible that such things could occasionally happen and make an encounter MUCH harder than intended.

There's no obvious reason (that I saw, at least) why it happens from the scripts, so I assume there's something buried in the source that causes the triggers to fire multiple times. I haven't gone mucking around in the source yet, but that's probably what it will take to fix it unless I just revamp the encounters entirely.
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Fierlen
Posts: 52
Joined: Fri Nov 18, 2016 5:13 am

Re: Changes and Suggestions

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Postby Fierlen » Sun Feb 26, 2017 6:10 am

It definitely sounds like the Plane of Earth A problem but not to the same extreme. I k own when we did the Coirnav event a few times we had to kill several copies of the sub-bosses before we could kill Coirnav but other times it worked perfectly.

I do have a suggestion on the the Rathe Council to make it a little more manageable. Would you be able to look at the health regeneration on the mobs? They seem to regenerate 1% per tick in combat. While this normally would not be a huge issue, it is an issue in this encounter. By the time you manage to pull and beat the mezzables to low health the first ones you pulled can be back to 50% or higher just due health regeneration. It is not really conducive to getting them to low health in the first place to make them a quick kill once you start killing the mobs. Just a thought.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Tue Feb 28, 2017 4:09 am

That sounds reasonable. I nerfed their regen by 75%. Of course, that won't help if they get memblured and go out of combat. Not sure if that's a problem you're having, but we ran into it on live back in the day.
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Blink
Posts: 5
Joined: Tue Jan 31, 2017 5:41 pm

Re: Changes and Suggestions

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Postby Blink » Thu Mar 02, 2017 4:26 am

It seems that the drop rate on the items used to make the Multielement Glaze is pretty low. I cleared an island in PoAir three times and only got 1 drop. Any chance to increase the rate on those items? Items like Alabaster Beak is even harder to farm because there is no large area of similar mobs that drop it. If not it is all good, just figured I would ask since the rate seems pretty low.
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Blink
Posts: 5
Joined: Tue Jan 31, 2017 5:41 pm

Re: Changes and Suggestions

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Postby Blink » Thu Mar 02, 2017 10:49 pm

Maybe the items or the container for the combine could be sold on the misc. vendor for a decent amount of plat?
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RorzeGaming
Posts: 12
Joined: Fri Jan 27, 2017 7:08 pm

Re: Changes and Suggestions

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Postby RorzeGaming » Sat Mar 04, 2017 1:22 am

Yea, we are in the same boat... Farming those pieces at the moment and taking forever.
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Sun Mar 05, 2017 5:29 am

ok, upped the droprate on the glaze components. they may still be rare, but most of the loot tables that they come from are guaranteed to drop 2 items now with the chances increased where they were excessively small. Some of those tables were ridiculous... like 20+ items in one table, with single digit % chances each, ugh.
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RorzeGaming
Posts: 12
Joined: Fri Jan 27, 2017 7:08 pm

Re: Changes and Suggestions

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Postby RorzeGaming » Sun Mar 05, 2017 5:41 am

Awesome, I have been farming in PoEarth A and B for Shattered Crystals for 2 or 3 hours a day for almost a week and finally got 1 tonight.. kind of discouraging spend all that time each day and it not dropping.

Thanks for the drop rate increase.
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Metrics
Posts: 4
Joined: Tue Mar 07, 2017 1:20 am

Re: Changes and Suggestions

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Postby Metrics » Wed Mar 08, 2017 10:58 pm

I have been wanting to do some tradeskill combines. They are high trivial, getting them up is so awful. I havent seen any posts regarding tradeskills, i might have missed a change though. Is it possible to maybe increase how quick tradeskills go up? Tradeskills are a cool feature, but not worth the work it takes to get them up.
Thanks, sorry if I missed a previous post. .
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Control
Site Admin
Posts: 292
Joined: Fri Sep 30, 2016 6:24 pm

Re: Changes and Suggestions

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Postby Control » Fri Mar 10, 2017 3:49 am

I've never been much of a tradeskiller to be honest, so I haven't really tinkered with those systems. I actually have no idea how long it takes to raise them currently and even less of an idea what it would need to be changed to to be worth the time hehe. If you have some specific suggestions, i can definitely look into it.
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Metrics
Posts: 4
Joined: Tue Mar 07, 2017 1:20 am

Re: Changes and Suggestions

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Postby Metrics » Fri Mar 10, 2017 5:51 am

I had a quest that required a 280 Trivial combine, which wasnt a big deal since since I got back the main item on fail. I combined around 150 combines for 10 skill ups though. It would be worth it to get up a few tradeskills for grearing purposes. But no way i would sit and click items for hours on end to reach even 150. Some of the items are awful to farm on top of it. I am not sure how hard it would be to change the rate in which it gets raised. 1 -2 combines per skill up would be awsome.
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