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The Great Hunt (named mobs drops)

DaggialDaggial Member, Alpha Two
edited January 29 in General Discussion
All the best items in the game getting camped non stop.
Players logging in exactly every 35 minutes just to get a shot and logging off immediately after.
Sometimes up to 10 people sitting in place swinging their swords in the air trying to get the first hit in.

The best lvl 20 mount in the game for some reason drops from a lvl 13 mob, getting camped by lvl 25 players.
The best lvl 10 caster ring location getting exploited by people that sit all day on a rooftop, and teleport the mob on the roof where it stops attacking and other people can't even try to contest.

The only way to deal with it is to do the same, and be luckier, or bring more people to increase your chances to get the tag.

This is a miserable experience and I hope something better is going to implemented soon. More RNG on spawn timers, different spawn locations for the same mob, tie them to quests, or something else, idk.

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Comments

  • SmileGurneySmileGurney Member, Alpha Two
    edited January 29
    How can you not like static respawn locations and static respawn timers on gatherable resources and named mobs? /sarcasm

    The current meta both for economy and gear wise is FUBAR. This isn't a game I would like to play in the future for sure.
    My lungs taste the air of Time,
    Blown past falling sands…
  • ImnotkioImnotkio Member, Alpha Two
    edited January 29
    I hate the entire implementation of named mobs.

    They are usually super easy mobs (most of them you can solo), and they are guaranteed loot with a fixed spawner.

    They have no special mechanics, add nothing to the hunting area, and quickly their items become worthless at the rarity they drop.

    I don't see their purpose and if they don't do something cool with it might as well remove it
  • VeeshanVeeshan Member, Alpha Two
    recipes to rare to be honest, wouldnt be a bad idea to have a way to convert mob drop version of the items into a recipe, Like have a study bench where if u have the crafting skill u can sacrifice like 10 of the same items to unlock the recipe or something.
  • VeeshanVeeshan Member, Alpha Two
    Personally i prefered named mobs sharing a spawn with another mob and has a chance to spawn as a named when u kill it give it like a 5 min respawn and 10% chance to respawn as named variant so it much more interactive to farm atleast and ucant just run to name spawn to named spawn only killing the names (you already see this in forge where groups just run past killing bosses on spawn)
  • SpifSpif Member, Alpha Two
    Variable named spawn cooldown and having it share spawn sounds great for some of the overland named mobs. So the named can't spawn for 20 min after being killed, and then after that there's an X% chance that the named spawns in place of another mob. This would be for a "30 min respawn" named

    Also good would be to make the resource needed to craft the rare item (IE, the gem for the Doomsday Necklace) drop from the nearby/similar mobs, like the zombies around the tower. Kill the named for the recipe, and possibly the drop. But then have there be a low % chance to get the gem from other mobs.

    However, Intrepid wants friction between players and timed spawns I think are part of that. People know exactly when the reward is going to pop, and a fight could break out over killing the named mob. This isn't happening because of corruption is so punishing.
  • FippyFippy Member, Alpha Two
    Veeshan wrote: »
    recipes to rare to be honest, wouldnt be a bad idea to have a way to convert mob drop version of the items into a recipe, Like have a study bench where if u have the crafting skill u can sacrifice like 10 of the same items to unlock the recipe or something.

    I really like this idea, like we kept getting some spider silk drop from a named spider the other, and it's like... what is this even for? No recipe ever dropped. Is it even in game yet? No one knows.

    It would be super neat to have a way to discover recipes, like a chance on consume if you use up the spider silk in this example, maybe an appropriately leveled tailor just figures out oh yeah I can use this to make the spider cape or whatever.

    I also got the recipe for the shield that can drop from a mob in highwayman hills but like... why's this dude just carrying around the recipe for his shield? If he drops the shield, can't I study said shield to figure out how to rebuild it if I'm a smith?
  • DaggialDaggial Member, Alpha Two
    Very disappointing to see that now with the new drop rates in phase 2.5 this got EVEN WORSE.
    Camping the same spot for literally days with raids of 15 people that all want the same item IS NOT FUN.
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  • LudulluLudullu Member, Alpha Two
    Daggial wrote: »
    Camping the same spot for literally days with raids of 15 people that all want the same item IS NOT FUN.
    This is ultimately the intended design. Some bugs, exploits might get fixed, but the gameplay of "we're contesting the same mob for a long time" is exactly what Steven wants.
  • DaggialDaggial Member, Alpha Two
    It doesnt change the fact that its miserable and boring and people are literally quitting 1 week into a wipe.
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  • LudulluLudullu Member, Alpha Two
    Daggial wrote: »
    It doesnt change the fact that its miserable and boring and people are literally quitting 1 week into a wipe.
    Game was not for them then :)
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Daggial wrote: »
    It doesnt change the fact that its miserable and boring and people are literally quitting 1 week into a wipe.

    Even if we wanted this to change a lot, it's 'in the DNA' of the game, and Devs always have a huge struggle to 'edit' that sort of thing. It's often better to let the game become whatever it wanted to be, and if it fails, to start over from there.

    Intrepid is just doing that without releasing the game fully first.

    I think almost all of the recent successful MMORPGs have gone through this process, so just gotta wait.
    Stellar Devotion.
  • DaggialDaggial Member, Alpha Two
    Greatest fun i have ever had in my life!
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  • BirqaBirqa Member, Alpha Two
    Ludullu wrote: »
    Daggial wrote: »
    Camping the same spot for literally days with raids of 15 people that all want the same item IS NOT FUN.
    This is ultimately the intended design. Some bugs, exploits might get fixed, but the gameplay of "we're contesting the same mob for a long time" is exactly what Steven wants.

    the design is not fun because there is no way to contest it via pvp atm.
    the current overtuned corruption makes it a pve first hit dps race for a few seconds. we are missing some of the ways that could make this interesting and engaging.
    on top of that the whole economy is flawed atm due to diconnected player/node/crafting lvls. i hope it gets better when they are done with their econ update.

  • LudulluLudullu Member, Alpha Two
    Birqa wrote: »
    atm.

    atm
    Yes :)
  • ZettrexZettrex Member, Alpha One, Alpha Two, Early Alpha Two
    something with the named mobs has to change, its not fun to be forced to stand afk at a spot swinging your weapon to even get remotely good gear.

    there should be more P.O.I. that have more set drops where the set bonuses actually matter.
  • SmileGurneySmileGurney Member, Alpha Two
    I have more fun waiting for my dental check-up, than camping static resource spawns in Ashes. There are certain classic MMORPGs qualities I miss. Grind and unrewarding waste time aren't on that list.
    My lungs taste the air of Time,
    Blown past falling sands…
  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    edited June 17
    Ludullu wrote: »
    Daggial wrote: »
    Camping the same spot for literally days with raids of 15 people that all want the same item IS NOT FUN.
    This is ultimately the intended design. Some bugs, exploits might get fixed, but the gameplay of "we're contesting the same mob for a long time" is exactly what Steven wants.

    Source on 'camping/contesting mob for long time' via Steven?

    I want to see it because that sounds like a boring $hit grindy game.
  • LudulluLudullu Member, Alpha Two
    Gizban wrote: »
    Source on 'camping/contesting mob for long time' via Steven?

    I want to see it because that sounds like a boring $hit grindy game.
    https://ashesofcreation.wiki/Progression
    Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[4][5][6][7]
    Vertical progression is expected to be "grindier" than most modern MMOs.[15][18][19][20][21]
    We will be on the grindier side of what probably most modern MMO players are accustomed to; and that is a bit of a call back to a more old school approach, of which you will find many callbacks in the design for Ashes.[15] – Steven Sharif

    And the entire design of POIs in the game is inspired by L2's pve design, which revolved around "this mob drops what you want and you kill it till you get that thing, while other players wanna do the same thing so yall gotta fight for it".

    The further we go into loot table development, the more true thsi statement will become, because there's gonna be even more reasons to kill mobs.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Gizban wrote: »
    Ludullu wrote: »
    Daggial wrote: »
    Camping the same spot for literally days with raids of 15 people that all want the same item IS NOT FUN.
    This is ultimately the intended design. Some bugs, exploits might get fixed, but the gameplay of "we're contesting the same mob for a long time" is exactly what Steven wants.

    Source on 'camping/contesting mob for long time' via Steven?

    I want to see it because that sounds like a boring $hit grindy game.

    Yeah, this game is intended to be a grind.
  • DaggialDaggial Member, Alpha Two
    edited June 17
    Grindy is not the issue. How u grind is.

    I made this post in P2 when the gameplay mechanic of camping was still the same even if it was way more generous.
    AFKing on a spot with a timer was still boring as shit. I want to do something proactive.
    Like, u know, press buttons and move my mouse around...

    Stop redirecting the conversation thanks.
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Daggial wrote: »
    Grindy is not the issue. How u grind is.
    Mob camping has been a part of the MMORPG grind since the 1990's.

    Since Ashes is intended to have gameplay loops more akin to an early 2000's MMORPG - where mob camping was a fairly major part of things - it is probably safe to assume that mob camping will be a part of this game, by design.

    I'm not a particular fan of that, but it just is what it is.
  • LudulluLudullu Member, Alpha Two
    Daggial wrote: »
    Grindy is not the issue. How u grind is.
    And that is the point, yes. We'll have basic mobs and, at best, 3* elites on the same spawn locations, with the same mechanics with the same respawn timers (maaaybe some rng, if we get lucky).

    That's the design direction they promised and have been building the game around this entire time.

    You get to press your buttons when another group comes to your spot and wants to take it away from you. That's the PvX interaction in this PvX game.
  • VaknarVaknar Member, Staff
    Thanks for laying this all out! A few strong opinions on how named mob hunting is currently functioning.

    We’ve seen feedback around fixed timers, tag sniping, and limited PvP contesting, and we understand that can, for some, create frustration depending on how these encounters are approached.

    Here is a follow-up question for this thread:
    • What feels most important to you during these moments - efficiency, fairness, risk, or something else?

    Appreciate everyone sharing their thoughts here.
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  • JustVineJustVine Member, Alpha One, Alpha Two, Early Alpha Two
    Vaknar wrote: »
    Thanks for laying this all out! A few strong opinions on how named mob hunting is currently functioning.

    We’ve seen feedback around fixed timers, tag sniping, and limited PvP contesting, and we understand that can, for some, create frustration depending on how these encounters are approached.

    Here is a follow-up question for this thread:
    • What feels most important to you during these moments - efficiency, fairness, risk, or something else?

    Appreciate everyone sharing their thoughts here.

    Assuming that the game is actually enjoyable and fair, not just a snowball, actual risk (from the boss mechanics) is most important to me.
    Node coffers: Single Payer Capitalism in action
  • DaggialDaggial Member, Alpha Two
    Vaknar wrote: »
    Thanks for laying this all out! A few strong opinions on how named mob hunting is currently functioning.

    We’ve seen feedback around fixed timers, tag sniping, and limited PvP contesting, and we understand that can, for some, create frustration depending on how these encounters are approached.

    Here is a follow-up question for this thread:
    • What feels most important to you during these moments - efficiency, fairness, risk, or something else?

    Appreciate everyone sharing their thoughts here.

    What is most important to me, like I already mentioned, is not get bored to death while doing it.
    Kill mob and AFK for 20m to kill it again is boring.
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