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Rogues farming hidden loot in dungeons.

BlairBlair Member
edited May 2021 in General Discussion
Details: Our current understanding on one of the Rogues passives is that it can see hidden doors and unlock said doors in dungeons for hidden treasure. These doors have set locations but change every time the dungeon resets.

Question: With several Rogue classes being able to use stealth abilities, will we run the risk of these dungeons being farmed dry with no loot for raids? Do you think this needs addressing or do you like the tome raider astatic and risk it could have in higher level dungeons?

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Comments

  • SathragoSathrago Member, Alpha Two
    edited May 2021
    Add in a chance of failure (potential for a skill based mini-game) on said hidden doors and chests that trigger traps and alarms and you get a challenging yet rewarding experience for rogues that gets easier with friends. Not everyone will have the skill to make their way through so it reduces the amount of "farming" that can be done.
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  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Interesting point @Blair .

    However, once the door is open there is probably going to be some tough mobs in there that the Rogue(s) need help to handle, so bring your Tank friend before you pop the door. You are gonna need a healer, too, and a Bard to buff. In other words, even behind the hidden door you will need a party. Or another way to say it, the party is going to need you, the Rogue, as a member to find the doors!
  • FerniFerni Member, Alpha One, Alpha Two, Early Alpha Two
    @Sathrago and @tautau ideas sounds good to help prevent farming this hidden treasures.

    I will add a few more that maybe could work:
    - Sentry mobs with stealth detection that will make it difficult for thieves who want to sneak in the dungeon simply by using stealth.
    - Adding a cast animation to be able to open the door, this will trigger mobs around so rogues will need help to be able to open the door since mobs will interrupt this cast and eventually kill the player.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I don’t believe Rogues will be able to farm all loot and not leave any for raids.
  • KhronusKhronus Member, Alpha One, Alpha Two, Early Alpha Two
    Rogues may be able to sneak into dungeons and farm the hidden loot. I don't see why they shouldn't be able to. It would be neat to have a system in place that may sometimes aggro or spawn a group of mobs when the lock is triggered to prevent exploiting free loot (if the loot is any good anyway).

    I highly doubt an all rogue team would really benefit from farming like this. Open world dungeons means slower loot respawns (or the refresh rate could be based on local population).

    It would be really cool to hide a group inside a locked room and camp for the next party to come in. Dirty tricks! This is the Escape From Tarkov player in me haha.

    It would also be really cool to sometimes reveal an extra way to escape the dungeon instead of getting loot. Might make for some entertaining experiences when an enemy party is closing in.
  • This could create situations where a rogue or several "stealth classes" could run a dungeon or raid and just flit from secret-spawn-point to secret-spawn-point and farm the secret-loot. It won't take very long for lists of these locations to become common knowledge.

    Or even a situation where you just log out your rogue alt at the secret-spawn-point and check it for loot every couple hours during your downtime for passive income.

    I love the idea of rogues doing rogue things and having the classic dungeoncrawl secret finding and lockpicking come back. It might be hard to manage though.

  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    These 'lists of locations' might not become common knowledge all that quick. Why? Every server will be different, right?

    So when Scientific node A levels to 3 and generates a dungeon with secret loot on server 1, on server 2 it will be Divine node V that levels next door and generates a dungeon in the same place which has totally different mobs, loot and secret loot.

    Also, loot and mobs will differ by season (and other factors). So if the Rogue finds a secret loot spot and comes back in a few days when it is winter, not fall, it is all different! By the time fall rolls around again, the node has levelled up and the dungeon is again all different. Then next fall, that node has been sieged and the area is part of a military node controlled by another religion and race, and it is all different again.

    At least that is how I hope we find things work.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 2021
    The Node types are the same on every sever and an individual Node will always remain the same Node type regardless of how many times it's progressed or destroyed.
    Which Nodes become Metros and which become vassals will have different configurations based on player interaction. And Racial Ownership of the Nodes will likely be different on each server.

    Which services and buildings are built will determine what's in a dungeon. Weather, etc, too.
    Could very well be different stuff in the same dungeon on different servers.
    But, even on the same server... when a Node is destroyed and rebuilt, the same dungeon might not have the same stuff in it at Stage 3 as it did with the previous ownership of the Node.
  • I recall Steven said, that stealth won't last as long as we saw in the first video
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    That is just the first example I pulled out of my head - it is not intended to be the only or primary example of a non-damage ability that may be more useful than efficient DPS.
    When I topped the leaderboards in NWO by ignoring combat, it wasn't by using Stealth.
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