Secrets of Mugwood Treasure Hunt Feedback

Yeah for sure! Lots of places in the overworld which could see more use, plus climbing can be a thing to give us more access to places we couldn’t get before

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Thanks Robert!!

Ill try look for the exact location and if ill be sure I found it (i didnt knew the map that well) ill send it to you.

I like them. You can use the in-game world/zone map to try to pinpoint where the chests are, but some things like flowers don’t show up on the in-game world/zone map, which I guess is fine.

It would be nice to see maps expanded to the biggie-world rather than being limited to the DLC, where maps can drop off any monster.

The loot:
In one instance I got like 2 runemage reagents, a major shard and something else that was junk. Felt bad man. The mimic was really weak and basically insta-died but spooked me. Didn’t get any loot from him though. My first chest was like 2500 dram and some other stuff so that was really nice. Not a fan of the less common dye, spiderling or whatever. Haven’t applied it to anything yet. The other one might look cool, not sure yet.

The “rarity”:
You can get the map easily, usually within killing two mobs. This makes mapping more of a daily quest rather than a rare find. I would have preferred unlimited maps per day, or maybe 1 per day with a more rare drop chance.

The economy:
Well you basically get 1 a day within minutes of logging on. People are foolishly trying to sell them for like 25k which I imagine will drop with time. I’d pay maybe 2-3k tops since you are limited to one a day in the event I wanted to try farming the mimic helmet, etc. I like that they are tradeable, but because they are not rare their value is diminished greatly.

“rarity” versus accessibility.
Because these maps, I believe, are limited to the dlc-zones, people are less likely to farm a rare map if it were made rare. However if you could only get DLC treasure maps in the dlc-zones to get the DLC mimic helmet and dyes, mount, etc, this is fine as it adds back value and gives someone reason to try to farm out maps in the dlc-zones. This remark kind of teeters around the idea that maps should/would be added to the big world but the big world would not drop maps that lead to the DLC areas and give the DLC treasure map rewards, which would be unique to DLC-zone loottables.

The expected:
No shovel, etc. I mean it’s cool the map like sparkles and vibrates when you get close. I liked the mimic. Finding the treasure chest is rewarding but not all that crazy as it’s just sitting there in the open. I think it just opens as you approach too? No cool like lifting up the chest lid awesome reveal moment. Could have had more immersion here.

Furniture:
Haven’t seen everything yet but I liked the treasure chest furniture.

I don’t buy maps because I barely have the time to go after the one’s I got myself before they expire… I’m in dungeons or raids in the evenings and normally got my lunch-break to farm and craft and perhaps do couple dailies.
On Weekends I can farm for treasures gotten though, do more quests etc. But by then half of my maps gotten before will be expired. The maps last barely longer than they are available on the Auction House, so most maps there will be worthless even quicker.

Nothing against an expiry date, but 4 days makes trading less attractive and is fit for players who are in school or otherwise got more time on weekdays to go after all this, which is not quite fair - it should be 7 days, if not 8 because a map will most likely loose at least 1 day when put in the auction house.

Then we could collect maps during the week, no matter if via auction house or drops, and do them weekends.

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Well, I think the treasure map hunt is kind of fun, once you figured out how to use the ingame world map to locate where the treasure is anyways.

To add to the system, I need to explain how I find my treasures.
I look at the treasure map and then look at the ingame world map. Then trying to figure out what can be rendered on the world map compared to the treasure map. Example, I had a treasure map showing 2 white flowers very close to 2 brown mushrooms. It also showed a large cliff with grass on the edge. With this information, I can find exactly where it is by looking for the exact same features on the world map. This process usually only takes me like a minute or 2.

The only thing I think could be added is a compass on the treasure map to indicate which direction is north. This would make finding the treasure 10 times easier because sometimes it would be in the spider caves. In the spider cave’s world map, the only things to go on where the rocks and entrances indicated on the treasure map. Kind of annoying.

Edit: I also think treasures spawn in the spider cave should have more value… it’s kind of pain in the ass running through or killing all the bugs in your way.

Edit, edit: the mimics should be lot harder to kill. I was imagining getting a mimic, then having to call up a friend or two to help you kill/heal through the fight. Not killed with like 3 strikes of paladin hammer… kind of disappointing there.

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I’m hoping when it comes to the overworld that they bring in different difficulties of maps depending what you get it from from like low/med/hard and you have to kill like level 1-15 for low 16-29 for med and for hard ones level 30+ (pink+red mobs)

The low ones can just be single maps, the med and hard are multiple part with increasing difficulty, including the mimic you need to kill, puzzles and clues to find the chest

I’d also like so you can get more than one a day but it’s a rare drop, that way we have something we can grind that is fun to do as split off to go do our treasure map then once we are done with it we can go back to grinding to get another rather than just do our daily map and then be done for the day

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I do enjoy the idea of the treasure hunt, but would like them to have a bit more build on depth.

The current one is find the spot, grab the crap that drops. If you don’t like the hunt, not much point in doing it.

But I do like the idea, and I do enjoy the hunt (but not the loot)

Perhaps we can have a build up on the maps? Like a level 1 map reward dropping a level 2 map, that’s mote obscure, and has more obstacles, stronger guard, richer reward?

Just a idea

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Overall i like the maps, but a treasure hunt doesnt feel like a treasure hunt when the rewards dont feel like treasure.

Meaning that the loot isnt cool or rare enough for the hunt to feel any cooler than grinding monsters

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The treasure hunt, being a thing every 24 hours, what sort of loot or reward would feel like a treasure in your opinion?

I got a ‘rare’ drop from the treasure hunt and I feel that was pretty neat when I got it. If I was to get that upon every treasure chest, maybe it wouldn’t feel as special?

Maybe something like 100k dram might be a cool drop…

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Something that i do get as everyday junk drops. Shard, Reagents, Dram and so on. Things that, especially in such small amount, feel like someone dropped $5 on the ground on my walk to work. They do have rare loot drops in those chests, but the normal stuff feels boring. It doesnt feel like treasure that i found in a treasure chest.

Fair enough. So what you are saying is that you would prefer different loot, because we paid extra money, plus the extra really nice drop… I think I tend to agree! some of the loot is new and I like it, but I must agree that reagents, I can do without lol

So checking the current market it looks like all the items in the treasure maps are not rare enough. Or it got alot more popular then expected :sweat_smile:

Looking at the achievements that you can get for treasure maps, the shear amount you need for the last achievement I think is making everyone who goes for them overflow the market with otherwise rare items. Just like my still slowly selling two tabs of harvesters, pot helms and kitty shoulders with the grinding device xD. So the achievements might have been set too high for the droprate of all items in the chest. I might be wrong because of the starting influx of players using it, but that is how it looks like seeing how many ppl got treasure map item X in the community and are selling them ATM. So waiting more but might be worth keeping an eye on.

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Yeah I feel like it isn’t quite rare enough too

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First is a small issue that might be as designed. I got maps for the Lair before the story line even introduced it. I had not even been to the third location.

My bigger issue surrounds the chest that spawns in the lower right corner of the map in Mugwood. It is far to easy to hit with a range weapon one the the invisible plant monsters and then to be locked into combat with no way to get out as you can’t attack them again so it makes that chest almost impossible to get. The spawn rate is very high there as well so on mistake and you have to restart your progress.

That one requires you to kill some of the mobs then run in, or suicide run in and grab the loot before you die, or get a friend to paladin in, grab agro and get out and then you run in and grab it before it goes bad and you die

It’s a pretty good grinding spot so I hope they don’t change the spawn rate there, it would be nice if the ventaculars would be changed to spiders as they can be a pain to pull safety when you can’t see them, or have some indication of where they are before they pop up so you know where to shoot to pull them

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Some treasure maps should lead to danger, it’s part of the charm!

I do enjoy the fast spawn rate there, it’s needed for grinding parties, please don’t change it.

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My problem with the ventaculars as a scoundrel is that somehow I hit one to agro it but it will not attack me and I can’t attack it. It just sits invisible locking me in combat with my only option is to charge it or run out of agro range. If I run out of range I have to restart the clearing process.

I am fine with it being hard to clear that area in time. That is part of the game.

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Now that I’ve completed over 100 treasure maps I figured it would be a good time to post this:

I grabbed the drops from the combat log each time I completed a treasure map to try and figure out drop chances, this is only for the maps I have completed, not maps others have completed, all maps where completed with luck rings on, with max luck overlevel perk but without a luck potion

I still thinking adding EXP to the drop table would be a good way of keeping the maps rewarding after you’ve got the things you want from them, Mimic helms are now around 40k dram, treasure chests don’t really sell from what I can tell and the pet is around 200k right now but isn’t in a crate like the Elongata pet so it can be resold so doesn’t get tied to the character which is kinda bad for the market as there will never be any getting taken out of the supply so these prices are only going to keep getting lower making maps less worthwhile to do, I’m already seeing a lot of people being “done with them” now

Some extra storage space would be nice^ :grin:

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Thanks that is interesting! I agree with all however…

Why would these not be taken out? As so many I am a pet collector and was lucky enough to get one early on. My own treasure pet will not EVER hit the market again (only those I get double ofc).
I don’t see any advantages with that if it was in crates, except if you open them accidentally and then be stuck with something you didn’t want to open. Also now it’s a bit late for this change since many are already stuck with their pets, doubles etc.

One advantage means it becomes soulbound so it can’t be traded again, another advantage means it can’t be dropped in PvP if you have it unequip it to put a dragon on to do a dragon race though I wish they would change it so you can just select a dragon you own to race with and use any pet you want so you don’t need to keep a dragon for racing with on you, that could probably do with it’s own thread though

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