Trickster Goblin Day 2 Discussion

I couldn’t agree more headless chicken pvp :frowning:

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Nope our bard got the tokens.
Overall this was probably the most fun of all spawns so far, there were 4 different team with about even numbers and the event lasted about 30 mins until we secured the tokens in Highsteppe

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It would’ve been fun if we actually knew who and where people were fighting… A shame really.

whatever it is im going to keep going for it when I can, it seems to be RNG to find the tokens witch I don’t like, but it is better then having no chest… still could be improved either that or also the old chest added back in stationary along with the RNG chest??

lol we should all just call the goblin chest RNG chest from now on

some mix between the two would be ok i guess… But yeah right now, only a few get to have a fun experience… For the rest who do not know who has it, it is just disappointing honestly. It might be that Shiki’s team had fun this time, but pretty sure the rest of us didn’t really know where the reward was making the goal unclear and an experience of #headlesschicken pvp.

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Its great that people showed up to give it a shot but, if only the people with the token know that they are the one with the token then it is very easy to get away with it when no one else knows the goal. With the previous chest it was at least possible to strategize on entrances and exits because it was not so wide open. Definitely needs to be some indicator on at least roughly where the token is… Not neccesarily the exact target.

It’s almost like I’ve been saying it’s RNG this whole time :0

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Riley said that changes would not happen until Tuesday to collect more problems and see how it plays out. I am sure he is reading this feedback which is why it is important that he sees as many peoples experience as possible.

i think the unanimous opinion is that the goblin should have some indicator and when someone gets the token there should be an indicator around that general area to know where the action is at.

Some other ideas have been around having one big-brawl spawn with predictable time and location and one random spawn with semi predictable time and location… In either spawn though no one has said anything against having an indicator to know where the action is at.

SO maybe something like:

Goblin 1 (Big boi goblin)
Timing: 6.5 hrs
Randomness in time: 5 mins
Randomness in location: anywhere
Indicator on goblin: Yes
Indicator where token is at: Yes

Goblin 2 (Wittle boi goblin)
Timing: 3 hrs
Randomness in time: 1 hr
Randomness in location: anywhere
Indicator on goblin: Yes
Indicator where token is at: Yes

Of course if there was some increase in frequency like this, There would need to be some settings in my menu not to give me an alert every time it comes up. That would be annoying for a few players probably.

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I have been to quite a few goblins now and really enjoy the RNG aspect of one member of my group finding the goblin, although I do think it is unfair in some scenarios. I also however feel that a beacon is a little bit too much to work in and saying the name of the player that has it is also too much information (besides, it is fun deducting which party member has the tokens depending on how protected they are). I think the best simple option to give others a chance, is simply get exactly where the goblin is killed and make that spot show up on one’s compass. Only that, not where it spawned, not where the person who has the tokens is going, just the area it was so the enemies can use strategy to find you based on where it was.

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Why do you think it is not desired to show which person has the goblin tokens? Specific rules apply like being able to be attacked in safe zones (even though heard that doesn’t work like it should). So I feel just like most capture the flag games you should clearly see who the person is with the tokens. And if not clearly at-least faintly, like a small extra colored lootback on the side of the person.

You could theoretically be sniped from outside the safe zone, but you obviously can’t fight if you yourself are in the safe zone as well. Poor melee classes.

It was never like this in oldbus, still a task figuring out which member had the tokens, which it’s just my personal opinion that it was fun back then and still adds to the fun now with still figuring out which enemy has the actual tokens.

I don’t know that we want to go as far as just showing a giant beacon on whoever has it all the time. I would consider doing something like showing a beacon where the goblin dies, or maybe showing a beacon on the player if they stand within a 10 meter area for more than a minute or something like that (or maybe just pulse a beacon once every minute so as long as they are moving people don’t know right where they are but it prevents them from just logging out or something).

On the safe zone issue, it is working as intended currently, but I think it may need some additional tweaks to make it more effective. The idea was basically to make it not really worthwhile to go into safe zones for the carrier and instead force them to keep moving toward the goal.

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Yea, if you guys are willing to do a beacon on goblin death, I’m all for that. I would have been fine with just something on the compass, but beacon would be even better. As for finding the player from there, I think that should be left up to the other players, rather than a sort of follower beacon, even if it does mostly trail behind. Making a beacon for goblin death is still going to be quite the leap from absolutely nothing, so just in case if it’s too much, I would be fine going back to what we have right now. I’d really have to see how it affects the “meta” :sunglasses: to see if it really is a good change or not.

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We tested it right outside of highsteppe and could not hurt the carrier at all

Right it’s because the way safe zones work if you are in a safe zone, you cannot attack other players even if they are not in the safe zone. That’s obviously to prevent someone from standing in the safe zone and then just picking off other players as they walk by outside of it. The carrier is never in the safe zone though so if you are outside of it you could attack them. I think we need to modify it so that the safe zone carrier can always be attacked by anyone even if they are also in a safe zone as well. But anyway, that’s why I said it was working as intended currently, but it needs further tweaking.

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Nah there should definitely be a way to track the carrier, otherwise as it’s been said there is no way to know if the carrier is just hiding in a wall or some obscure corner

That’s interesting, as it is now it seems like u can just hide behind a rock in any of the safe zones out of sight of outside safe zone and just stay there indefinitely

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