Are you saying there is a way of keeping reagents on death?
Not exactly, but kinda. It’s not a exploit if that’s what ur wondering, all reagents in ur inv drop
I really like the beacon every 30 seconds or minute to show their location. I think anyone that picks up the tokens should a glow so you know who is carrying them.
Yea just kill the person who took them duh…
I think everyone here should consider not consistently defending themselves and giving opinions and examples left and right. This makes these giant threads of useless long discussions. I am not saying do not do it, but when it is going on for a while back and forth you might reconsider reacting at all Or make it a more private discussion. (Not saying I am always doing that but I try xD)
Ah got ya, keep small chests to open for reagents cause those don’t drop on death
Like the 60 second scan on GGO I also like this idea
Okay so let me metaphorically put this down using another couple of randomly selected sports…
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If football was the trickster goblin: A random player from either team would get the ball at the start of the game in a random position on the field and the ball would be invisible for the opposing team.
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If free-for-all capture the flag paintball was the trickster goblin: Players would be randomly separated across the map. The flag would randomly spawn anywhere in between them. The flag would be invisible to anyone who never saw it.
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If Snooker was the trickster goblin: The color of the balls would switch place randomly decided as soon as the game started.
There is nothing particularly balanced in the sport rules of the trickster goblin right now.
If a scoundrel and a mage meet on even footing, a good caster should rarely lose to a scoundrel, especially since mages spells are bugged out and impossible to see. If you are constantly losing to scoundrels, you need to try a different strategy. Watch what some of the other better mages are doing. Elk eats scoundrels for breakfast.
If you are a scoundrel id love to fight you in game and show you what is wrong here… I am not talking about the battlegrounds… I am talking about in the overworld… Where the scaling for scoundrels is OP AF.
Yep, exactly
All the scaling is the same in the over world? If anything scoundrels do less damage in the overworks because in the battlegrounds no one has any armor, and if there is damage scaling it’s the same for mage as it is for scoundrel as it is for paladin
How about you go scoundrel and I’ll go mage and I’ll show you how easy it is to down a scoundrel.
I think the thread is getting derailed but if scoundrel is your main i would like to show you ingame what i mean if thats ok. Back to the topic at hand…
maybe 10 seconds?
Securing the tokens into highsteppe on the latest goblin took LC 27 mins. With 60 seconds, that is still 27 beacons, each time giving away our location to the paladin that moves faster than any other class, in or out of combat. 10 seconds in that scenario would be 162 beacons… no thanks…
How would the beacon mechanics even work in that scenario I guess is another question.
The CTF is the best analogy, I think. The random spawn shouldn’t be seen as a problem though. RNG in competitive settings has two effects:
- Makes the experience more interesting for veterans, since it’s not the exact same every time and the end result is not guaranteed by starting conditions.
- Makes it more accessible for newbies, who might come ahead through sheer luck.
That second point is kinda hurt by the spawn warning. I get that people want it for plenty of reasons, but it makes unskilled participation less viable.
All that said, the point about the invisible flag is very valid. I’d suggest a fifth point to my five point plan:
- Highlight the bag of the person carrying the Trickster Tokens. Turn it purple, like a rare bag drop. This has obvious meaning for everyone and solves a lot.
It wouldn’t is the point I’m getting at. The beacon idea, other than to give a good starting point (when the goblin is killed), imo is not needed past that.
I’m willing to go back on my previous statements if everyone really wants the persons who has the tokens in the party to be obvious, but before I do I’m going to restate why I think that would hurt the event:
- The event is supposed to be flooded with pvp, not “oh he doesn’t have the tokens let’s keep looking.” Keeping the player that actually has the tokens unknown allows for wayy more strategies, just like in older orbus, while letting it be known who has it completely constricts the whole strategy aspect of the goblin.
I strongly agree that right now , the amount of information given out is wayy too minimal, that’s why I’m pushing for only a goblin death beacon, because I think that will help inform other groups of players enough for them to strategize, but also not give away too much information. For example: “Huh, looks like they found it in X location, hmm there aren’t many exit options they can take. Let’s split up and guard them.” Probably not exactly like that, but hopefully my point gets across.
Unfortunately when the goal of the event is not ‘for everyone to have a fun time pvping’ and actually the goal of the event is to ‘get the token so that you can get rewarded with shinies’. If it is unclear ‘where the ball is’ or ‘where the flag is’ or ‘which ball gives the points’ then the whole event is null and void. I may as well just go and join the PvP arena because I will on average, always be outplayed by the team with the most people at hand… At least that theory has not been disproven yet.
I think people are still going to kill everyone regardless if they have the tokens or not. If all the players can see who has the tokens and where they are at, it will turn into a big battle with everyone going after the person with the tokens which will be fun. If a group of 5 gets the tokens, the other teams will know who has it and when they see the team, they will all know who to kill and will most likely team up until one of them get the tokens and the process will repeat. I think that makes the PvP more fun.