Lost items after home porting to oblivion

Okay, no worries, I just feel bad I can’t find your stuff to get it back for you!

It happened to me I think on Saturday, Feb 24, 9ish or 10 pm pst.

Riley,
I’m sure you’re busy with the upcoming update so I’m sorry to pester about this again. I just wanted to get a response if the missing loot issues are being looked into. I lost items on 2/27 around 7-8pm EST (ign Carly).

Since then I’ve been sure to walk out of the wilds then teleport home and it seems to have helped with preventing that happening again.

Why this is allowed? Because that would mean the wilds would finally be a no-go place for people like me, not that I like them too much anyway, but with limited things to do I tried fishing and farming, and to finish my leftover quests. Now with my musk I can not pass healers at times, and of course aberrations, mobs are often too close to each other to reach an entrance. So if the only way out is to wait and wait until mobs move or die and loose your stuff, well, that’s it with the wilds.

And even with groups it doesn’t help that there’s major technical issues lately, dcs, double-char bug, then while you relog there’s respawn and on top of that “highly skilled” pvp-jerks waiting for next wipe to effortlessly pick up your loot until you simply want no more… now if your group disbands in the midst of Lucian, because it would take the others too long to fight their way back to you, have fun getting out alone without port.

And last but not least there is this thing called rl so if you need to go or family needs attention or such, yet it takes an hour to return your loot to safety that’s not a brilliant feature in games either.

PS: We had this discussion elsewhere, but I still think the wilds are not pvp at all but rather pve with an allowed ganking component, in groups this got even clearer. Aberration fights are not trivial for small groups - most go there if you can’t get a full dungeon party - so it’s an invitation for leechers which you can’t even attack first without getting the bandit tag. Taking away the port option would make that better, possibly, since bandits can not escape so fast (which in case of a wipe is still easy enough), but at the same time likely ruin things for casual solo farmers, for the named reasons.

I’m just a bit worried I’ll get a crash in the wilds and end up in a wild void anyway, or just stuck, and then be forced to kill myself to get home.

If you don’t like PvP, then don’t go into the wilds. It’s that simple. I don’t understand the same people complaining over and over about PvP. We get it, you don’t like PvP, so just avoid it. This game is 95% PvE. All the best gear can be gotten by PvE. The devs even changed it so the dungeons were in the PvE area. The wilds are suppose to be dangerous and have some risk. If you don’t want to go, you don’t have to. You can always buy whatever you need. You don’t need to go into the wilds to be successful in this game. The bandit mechanic was put in as a fun/risk component.

Reading from earlier blogs, the dev plan was to not be able to teleport out by any means. I’m not sure why this vision changed. I don’t think someone should be able to kill you and teleport out after 5 minutes once their timer is down. They should have to walk out. The same for anyone that goes into the wilds, should have to walk with their stuff out.

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I don’t want to roll up this whole discussion already done, but this area is by no means pvp-only or something you can just ignore. The pve content doable with small lvl 20 groups (aberrations) is located there, fishing ingredients are only gotten there, along with fishing places, the only potions which make sense for pve dungeons are done with mats from in there, soon there will be exclusive dyes to get and so on, so, in my view, a ton of interesting PVE endgame content IS still there, you get pointed to the wilds right and left once 20 is reached.

And there really is no “danger” in the wilds other than pve mobs, in fact I was not ever even attacked by a player. Equal groups farming aberrations pass each other or even help each other, nobody wants a big mess or fights on top of that. The only thing I saw happening is the plain ordinary griefing like single players who got nothing to loose kiting stuff into already fighting groups, like players waiting to be lucky enough to snitch others loot after wipes, if you try to counteract in advance you are the bandit, not the one stealing. The only thing different from pve-content I played is that you get more rewards for this kind of griefing than in pve games, including for onehitting defenseless fishers which makes very limited sense… perhaps it would not even matter if you can port or not, the whole concept, likely, needs an overhaul…

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Being able to fish without putting away your other class gear may be a good idea. Have the pole be a tool like the pick axe rather than a “weapon” altering your class. Just got to figure out how to track the exp / fishing level independently…

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I do not wholly agree with all of this. Go in and risk it for the biscuit or mount up a party and conduct some thrashing. Having a high risk high reward area makes that aspect of the game special. It is thrilling. It rewards with a feeling of accomplishment. Simply handing out trophies for putting forth little effort would jeopardise the spirit of end game content.

Be smart while in the wilds. It’s dangerous, but lots of fun.

Everything you mentioned can be bought off of vendors who are willing to take the risk. The only thing that you can’t buy is item drops. But the TM only needs blues, so you can farm the 20 worms for blue gear and not have to go to the wilds.

Yeah, they need to change this, they need to give fisherman some type of chance. They should at least have the hp of their highest class, so when they switch they don’t have low hp

I don’t believe you can switch classes while in combat, so it’ll just delay the inevitable, if they get a hit off. Of course, if you see them coming, it does make it more sporting.

Currently, you can’t switch classes, they would have to write code to make an exception for the fishing class.

I would understand these areas better if it all was so, yet the “thrill” I experienced one single time, the first time I went in… but, fun fact, outside the usual group-farming times it’s me and mobs, never saw anyone. That’s why they feel like any other pve area, only with harder mobs, the need to run back to your grave/loot, and mats you get nowhere else (@Johann has anyone ever been selling bloody flesh? Browsing stalls I miss quite some fish or lure ingredients nobody seems to sell…)
The feeling of accomplishment I actually experienced too, after we finally got our loot back after countless wipes, dcs and aberrations, no players involved. Then we got griefed and all efforts gone for good, smartness or skills don’t help against kiting or stealing, so, dungeons are really much more fun than this game of luck, but I get others like it, so whatever.

To not only pose critique, perhaps it would be more exciting if the mobs are more spread out, so you got a real chance to solo walk in, out, and everywhere. Also there should likely be more things to farm, the mere time invested to run to these places for like 2 shrooms, idk, and after couple deaths you run through the whole map to find a smithy, it’s no wonder so few people go there.
Also group activities would likely get boosted if there been smithies to repair and portal points near all 3 areas.

It’s actually interesting hearing you describe your aversion to PVP content getting in the way of your PVE play, because I have the opposite problem: my aversion to PVE content will get in the way of my PVP play. You’re lucky that you’re able to just buy PVP-adjacent items from people, because I’m not going to be able to buy the fancy new equipment from the new dungeons from other players. I do really wish there were an enchanting/blacksmithing or whatever discipline, driven by high level dungeons, so I could just skip all that. I got stupidly lucky on my Tradu drops (full set and a First Strike bow in the first 6 drops), but it’s unlikely I’ll even bother with Shard Dungeons and beyond.

Edit:

There absolutely needs to be portals closer to the non-desert wilds. I’d think an odd-ball trio of portals (since portals come in threes) of Frosted Spit, Lamavora, and Lucian. Would make the whole world more traversible.

I had some for sale, but took it down as the fish were selling better than the lures. Maybe I’ll put some more up. It would probably just be easier and safer to buy the fish that you get with the bloody flesh.

I like how WoW did it, where you can get gear by farming bg’s. Hopefully there will be a way in the future for PvP’ers to get better gear without having to do PvE stuff. I can imagine that would be much tougher to get in groups if you are playing a bandit.

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I never met someone not doing dungeons in an MMO… interesting :). And yet I don’t think the wilds will ever offer a fulfilling pvp experience, the player base is too small for that. Yet iirc from WOW and other games offering pve and pvp alike you could get equal armor from Arena fights, shouldn’t pose a big problem adding that into Orbus and you will likely have opponents all day long.
Also, IF the player base should really grow they could offer 2 or even 3 servers, one pvp with every area functioning like the wilds, one pve-only where you just can not attack anyone in the wilds, one mixed (like the current), that would solve a lot of issues!

@Johann for a strange reason I’d like to catch each fish at least once, it’s just a self-set goal so I would prefer buying the lure ingredients over fish, indeed (I don’t really need anything, all this is more or like, for fun and because of lack of groups, quests etc.).

This game is far from finished, and is still in beta. I have faith there is much more to be seen from the pvp side of the game.

I think this has a kernel of truth, but is not the whole truth. Personally, the most satisfying PVP experience of mine was in a text based MUD that would look jealously at Orbus’s playerbase. It’s all about the engagement of the community and the conflict systems in place and, while the wilds could use work, I think PVP has potential, even with the small playerbase.

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Hey guys,

I mean this in the most polite way possible, but this thread took a wrong turn and headed into the wrong direction. This was posted under “bugs & technical issues” to reach out to the developers. I have just started venturing out into the wilds, put a lot of hours & grinding there, to lose it all due to a teleport issue I had no prior knowledge of. Whether teleportation should be allowed or not in the future is irrelevant here. Because currently it is allowed, and it should function like it is meant to. Neither is this about PVE vs PVP. And unfortunately my posts to the developers are now lost in a sea of comments and likely to be overlooked. Once again I mean no offense to anyone’s views and opinions.

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