You would have to give the trickster goblin like 40+ tokens to make up for the difficulty and time if you even gave 1 per person to the winning team.
please do, riley you have it on the money there, a beacon where the goblin is would be awesome, but I think on the person that has the tokens is too much
Number of people in PvP seen: 5
Experience:
- Upon zoning in, there was no one to be seen.
- I never saw the goblin (I never have 5 times running).
- the 5 people I saw were from 3 different teams.
- I had a paladin come up to me and knock me in to combat so I could not chase them… If a melee class attacks you and runs away, you are permanently stuck in combat… That needs to be fixed… That is stupid. This particular paladin I have seen use this tactic multiple times. Not sure if it should be classed as a clever use of mechanics or exploiting a bug. I would go with the latter…
- Ran around like a headless chicken again killing off whoever i thought might have the token.
- Pretty certain the same team got the token again and still has the monopoly… Likely due to the number of people they have and knocking people in combat so they cannot chase them.
Delightfulness rating: 1 out of 5. - Headless chicken PvP.
There’s some pretty simple fixes related to this that have been a long, long time coming. There needs to be a way for PVP combat to end besides one person’s death or logout. Leaving render distance seems like a good rule for it. If you can’t see the person, you’re really not in combat with them any more.
Even then… That won’t fix the issue… All a paladin has to do is give you a little tap and run away again even with that… Doesn’t really work with the mechanics for a token that you are supposed to run away with.
I look at it as interdiction, which isn’t totally undesired. There ought to be balanced counter play, but at the basic level, it seems like a valid strategy.
First time no one came to the goblin.
Experience:
- Upon zoning in, there was no one to be seen
- I saw the goblin (I have 5 times running).
- I had a paladin come up to me, but he was in my party so it was alright.
- Killed off no one because no one was there and I knew that I had the tokens
- Pretty sure the same team got the tokens this time round and has now collected $200 for passing go… Likely due to there being no one else there.
Delightfulness rating: 4 out of 5 - Kamina took my tokens but I still got to put is as my find on the spreadsheet so it’s fine
Yes I am glad that you are delighted that you are the only people going for a feature in the game that was meant for everyone (once again). Same story, different patch.
Monopolization successful.
Days needed: 4
Just so we can reflect on what went wrong here.
I miss the trickster chest
Want to say that multiple ppl in our party either saw a delayed message of the goblin spawn or no message at all. That doesn’t really help in getting ppl at the goblin if a big chunck of the ppl doesn’t get a notification.
Yup, last time I went I got no message when the actual goblin spawned in, and I got no message when the goblin died.
I think with the issues happening with the goblin making it a random zone( not highsteppe) / random time with no announcement(only announce death) would solve a lot of issues as well as motivate people to have pvp enabled in the overworld. No more invis. Possibly disable ports in to gob zone so people can’t “coordinate” too much.
Number of people seen in PvP: 5 (4 from monopoly squad and 1 random and myself).
Experience:
- Killed immediately when zoning in (again by the same team).
- Never saw the goblin (for the 7th? time).
- The monopoly squad escorted the token back to highsteppe and I believe one guy was there near the entrance but got trampled on by the squad of 4.
delightfulness rating: 1 out of 5 for me.
LC is considering a name change.
Hopefully this gets fixed on Tuesday or whenever the next patch is.
please if you do that I wont judge. Thats an awesome name.
Interesting idea…
Hello everyone, I have been abroad for a couple of weeks so I haven’t been able to partake in any of this heated goblin stuff. However, I’m seeing some terrible ideas recycled. I wanted to point out limiting the number of entrances by disabling teleports into a goblin zone would make the zone easier to camp. Instead if hanging around stones and entrances people would only have to control the entrances.
Turning the stones into safe zones will break world pvp. As is people use the couple safe zone graveyards in each zone as cover to keep tagged and not pvp. People love to sit there jumping in and back out. You can catch them because there is a delay but its still done. Its ridiculous and hurts the fun of pvp. Adding 2 or 3 more safe zones into each zone will make world pvp a game of leap frog and that is breaking. Please don’t turn the stones into safe zones. If this is a strategy that needs shut down give players 1 to 2 seconds of invulnerability when they teleport in and make it so that potions can’t be triggered in that time.
P.S. Before anyone says “sure its fun for you guys” YES it is fun for us! We enjoy pvp. We like to win and we like to lose. As long as battles are happening we’re playing. It’s that attitude that made us better at it than most people. We don’t quit when we don’t win. That’s why you aren’t as good at it. My beliefs are that pvp should always be the hardest most competitive aspect of multiplayer games. Shard dungeons become learning one tactic and executing it perfectly. That is admirable. Being able to adapt to counter evolving strats as they happen in real time and execute those counter strats perfectly is a higher form of gameplay. That being said can no one here figure out teleporting in with 3 people at once or walking into the zone is a whole lot easier than bitching on the forums for a week after giving up and expecting developers to lower the skill bar for you? If not then you should stop pvping. I would hate to see that though as from what I hear battlegrounds have died out after the devs lowered that bar. So I really want you to keep playing, pvping, and growing.
The only thing that I would end up saying to this is that the only time the save zone should be activated is when you teleport in so that this (meaning the jumping in and out of the safe zones) can’t be abused. The moment you step outside, the save zone shouldn’t be available for you. Aka set the exit radius maybe a teleport and a half, but once you leave that area make the enter radius set to 0.00000001 or whatever so that nobody can use it once they leave. The main reason for this over the invulnerability idea would be loading/headset crashes.