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Hot Topic (More than 35 Replies) No Raid timers, but there is a Trade in (Read 13342 times)
kum-gulp
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Re: No Raid timers, but there is a Trade in
Reply #25 - Dec 8th, 2015 at 3:48pm
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Yeah you got me, I read it wrong (although I see it's 50, heh). My probably unfair assumption was they'd load the dice like so many other in the game and make it tend toward the longer end of the scale.
  
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Re: No Raid timers, but there is a Trade in
Reply #26 - Dec 8th, 2015 at 4:51pm
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kum-gulp wrote on Dec 8th, 2015 at 3:29pm:
My hunch is people who chase gear like crazy ain't running Normal...


Well they do, for obvious reasons :

- It's faster
- It's easier
- it needs less coordination
- it can be shortmanned
- By the time it takes to complete an EE, you can do 3 EN runs, with less ressources spent, less stress, less drama and more loot chances.
   ( not even counting the 3 completion towards 20th )
- you can even invite a Pug or two and tell him to stay in a corner to fatten the loot chances.

For Quests, specially those with tiered loot, people will go EE, because that's how to get the best chances at getting the best loot, but for raid EN is the fast way to loot.

And that new system won't change anything, it's just going to annoy people because it's more grinding to get to the '20th list'.
Speed of completion will always win over difficulty as long as there's Timer Bypasses.
  

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Re: No Raid timers, but there is a Trade in
Reply #27 - Dec 8th, 2015 at 4:55pm
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Game design is hard.
  

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Re: No Raid timers, but there is a Trade in
Reply #28 - Dec 8th, 2015 at 5:08pm
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noamineo wrote on Dec 8th, 2015 at 4:55pm:
Game design is hard.


Depends on the kind of game... in MMO you have to take into account the lazyness of the players... And the time they are willing to spend doing stuff.

Who is going through rooms beside super Mario and Gravity in wyrm when they are available ? ( and if they aren't who is NOT going through the trappy one and the Philactery one )

All the other rooms were visited during the first weeks, now they are just left to rot... that's 2/3d of the raid rooms that are not used anymore... because they all require more work than super mario and gravity ( though supermario do require some work to master, it's less than the other rooms on that floor, and anyway it's faster )

On the same note : who is bothering doing Pain in the Navel nowadays... Ok, the Raider Boxes killed it, but still, there's some commendations to be gotten there, and you still have that chance to get loot if you missed the boxes... But nobody bother, because it's too long, too annoying, and the Shade Ego Stroking Retarded Mechanisms irks everybody.

  

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Re: No Raid timers, but there is a Trade in
Reply #29 - Dec 8th, 2015 at 5:10pm
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Flav wrote on Dec 8th, 2015 at 4:51pm:
Well they do, for obvious reasons :

- It's faster
- It's easier
- it needs less coordination
- it can be shortmanned
- By the time it takes to complete an EE, you can do 3 EN runs, with less ressources spent, less stress, less drama and more loot chances.
   ( not even counting the 3 completion towards 20th )
- you can even invite a Pug or two and tell him to stay in a corner to fatten the loot chances.

For Quests, specially those with tiered loot, people will go EE, because that's how to get the best chances at getting the best loot, but for raid EN is the fast way to loot.

And that new system won't change anything, it's just going to annoy people because it's more grinding to get to the '20th list'.
Speed of completion will always win over difficulty as long as there's Timer Bypasses.


But until the new bypass timers become readily available, there is a greater cost to 4 EN raid runs vs. 1 EE raid run.  Or 2 EN vs. 1 EH. 

I personally think that the sweet spot will settle in at EH.  EH is twice as fast to 1250 as EN, but not twice as hard, in any raid I've been in.  EE, although 4 times as fast as EN, is probably too much risk vs. reward. 

If we were still in the world with 100's of bypass timers in inventory, then yes, EN runs would still be common place for their ease and speed.  But, in a world where they are more of a premium, you will see more EH runs. 

  
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Re: No Raid timers, but there is a Trade in
Reply #30 - Dec 8th, 2015 at 5:50pm
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Flav wrote on Dec 8th, 2015 at 4:51pm:
but for raid EN is the fast way to loot

Bollocks.
Totally worth joining people that can pull EEs. Scheduled Thunderholme elite twice per week - fuck yes.
Well, that's been basically two groups on Gland last two years.
EEs faster than EN pugs, and shit actually put up for roll. Not just bunch of useless greedy piking cunts rolling for every piece of loot just because.

I don't know Khyber - if enough people still there to pull EEs regularly, but if you have an option to join, fucking do it.
  
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Re: No Raid timers, but there is a Trade in
Reply #31 - Dec 8th, 2015 at 8:02pm
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[quote ]Named items cost 1250 Runes
Normal drops 25-75 Runes
Hard drops 50-150 Runes
Elite drops 100-200 Runes


This means (assuming you only run one difficulty) getting one item from the barter shop looks like:
Normal: Average of 25 runs (17-50 runs)
Hard: Average of 13 runs (8-25 runs)
Elite: Average of 8 runs (7-13 runs)
[/quote]

translation -

Normal: Average of 68.75 days (46.75 to 137.5 days)
Hard: Average of 35.75 days (19.25 to  68.75 days)
Elite: Average of 22 days (19.25 to 35.75 days)

This doesn't factor in the time to post, assemble, complete and turn in the raid.
  

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Re: No Raid timers, but there is a Trade in
Reply #32 - Dec 8th, 2015 at 8:12pm
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Barkabout wrote on Dec 8th, 2015 at 8:02pm:
translation -

Normal: Average of 68.75 days (46.75 to 137.5 days)
Hard: Average of 35.75 days (19.25 to  68.75 days)
Elite: Average of 22 days (19.25 to 35.75 days)

This doesn't factor in the time to post, assemble, complete and turn in the raid.


Vs a guaranteed 57 days no matter what difficulty you run it on or how many toons you have.   Keep in mind that these are bta so you can get a 20th run style trade in every 6 days if you have 3-4 raid ready toons.  Without using any bypasses.  Just by running ee on one or two of your 3-4 toons once a day.
  
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Re: No Raid timers, but there is a Trade in
Reply #33 - Dec 8th, 2015 at 8:23pm
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Darkrok wrote on Dec 8th, 2015 at 3:37pm:
Not 40 runs for Normal. It's 50 runs at worst, 16.7 runs at best, and 25 runs on average. And that's for people only running Normal which I'm thinking might not be the default approach now.


If legendary shroud is anything like DoJ then we can conclude that almost all the runs will be made on EN. Tried an EH 4 days ago and the party lag wiped brutally even if we were cutting trough devils with no effort (could have even done EE). Before we start believing turdbine we should check the actual raids and see IF EH and EE runs are affordable.


I like the idea that EH and EE will get nameds faster but my spider sense tells me it's just one big fucking scam to prevent named items from dropping in the first place. They want us to run the new raids a LOT since there probably won't be anything else that will classify as end game. Of course this is just a wild guess so I may be wrong
  
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Re: No Raid timers, but there is a Trade in
Reply #34 - Dec 8th, 2015 at 9:14pm
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Artorias wrote on Dec 8th, 2015 at 8:23pm:
If legendary shroud is anything like DoJ then we can conclude that almost all the runs will be made on EN. Tried an EH 4 days ago and the party lag wiped brutally even if we were cutting trough devils with no effort (could have even done EE). Before we start believing turdbine we should check the actual raids and see IF EH and EE runs are affordable.


I like the idea that EH and EE will get nameds faster but my spider sense tells me it's just one big fucking scam to prevent named items from dropping in the first place. They want us to run the new raids a LOT since there probably won't be anything else that will classify as end game. Of course this is just a wild guess so I may be wrong


Been my problem with them announcing higher reward for higher difficulty. My endgame with 1 toon is to maximize the most optimal gear which consists of getting some BIS mythic gear out of DoJ for example. However, this is impossible due to crushing lag on almost any difficulty above EN in full group. Usually do guild shortman on EH but lag with 8 ppl shows up reliably on EE. I will be shocked if these 3 new raids will be any different with respect to lag on EE.

Always enjoy how this shit is rarely mentioned by the devs as if such lag issues will be forgotten and will simply disappear.
  

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Re: No Raid timers, but there is a Trade in
Reply #35 - Dec 8th, 2015 at 10:28pm
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Cant argue with the lag complaints.  Especially in DoJ and MoD.  I cringe at EE runs for that reason only.  I'd be excited to do EE runs if we just got a fair shake at it.
  
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Re: No Raid timers, but there is a Trade in
Reply #36 - Dec 8th, 2015 at 11:24pm
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Asheras wrote on Dec 8th, 2015 at 10:28pm:
Cant argue with the lag complaints.  Especially in DoJ and MoD.  I cringe at EE runs for that reason only.  I'd be excited to do EE runs if we just got a fair shake at it. 


Exactly. It's a shit system if it lags like DoJ which is still laggy as fuck. At this point I just assume removing lag from DoJ is not something they can figure out and implement.  It will only piss people off if they take 20th rewards out and then you get shafted on run numbers w/ normal when elite is so fucking laggy it is impossible.

How long you think until they push a double rune reward weekend to push sales of legendary timers?
  
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Re: No Raid timers, but there is a Trade in
Reply #37 - Dec 8th, 2015 at 11:49pm
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Darth Anonymous wrote on Dec 8th, 2015 at 11:24pm:
How long you think until they push a double rune reward weekend to push sales of legendary timers?


Lol those were my thoughts as well. It creates another really nice event which will just lag endlessly although I do like the idea, if you have a group that can handle harder difficulties. If nothing else, you can always solo your way to 20th lists now on multiple characters.

This might also bring back some form of raid preparation for characters like old shroud used to have with linking of BB.
  
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Re: No Raid timers, but there is a Trade in
Reply #38 - Dec 9th, 2015 at 12:05am
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I'm still convinced that the lag issues are due to the fucking spinning blades.  Because, as pointed out elsewhere, (this thread or mobos - I don't remember) once everyone is dead the lag goes away. There is an AI issue. And spinning blades have weird AI.  Rember in shroud part 4, in the olden days, people would set up CC and kill the devils that spawned blades slowly? Partially because if they all spawned in the same spot people would get chewed up, and partially because those blades always cause lag. Where do we see a lot of lag in DoJ? First fight by the gate, where all the spinning blades are.
  
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Re: No Raid timers, but there is a Trade in
Reply #39 - Dec 9th, 2015 at 2:29am
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Flav wrote on Dec 8th, 2015 at 5:08pm:
Who is going through rooms beside super Mario and Gravity in wyrm when they are available ? ( and if they aren't who is NOT going through the trappy one and the Philactery one )

In terms of frequency of choice in Argo pugs:
traps > mario > portals
tower > red/green light > gravity

Portals is rare enough to say that it never happens. Red light, green light is fairly close to gravity, but the difference is noticeable. I have never seen a group not take tower when available, except in the first month from the raid's release.
  
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Re: No Raid timers, but there is a Trade in
Reply #40 - Dec 9th, 2015 at 3:02am
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Asheras wrote on Dec 8th, 2015 at 5:10pm:
But, in a world where they are more of a premium, you will see more EH runs. 


Factoring lag into the equation... I'm still convinced that people will run EN... just because it gives better chances at avoiding lagwipes.

apep wrote on Dec 9th, 2015 at 2:29am:
n terms of frequency of choice in Argo pugs:
traps > mario > portals
tower > red/green light > gravity


In guild runs it's :
mario > trap > portals ( well portals not being taken, since there's one of the other two )
gravity > tower > red/green ( red/green being never taken since there's one of the other two )

now I can see why people in a PUG would prefer trap and tower...
it requires less coordination ( gravity ), and there's less issues with people being unable to make the jumps ( mario ).

  

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Re: No Raid timers, but there is a Trade in
Reply #41 - Dec 9th, 2015 at 7:27am
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There are two huge advantage to this system that no one really mentioned.

1) You won't run the risk of pulling something or missing a chance to roll on a piece of gear you chose for your 20th/40th/whatever run.

Say you are running DoJ and are after the boots, helm and ring.
You get to 20 completions and decide to take the boots only to have the boots drop under your name on the first end chest you loot after ransack is done. You basically wasted your 20th reward list. Annoying but less frustrating case when someone puts the boots up for roll on your next run... And all you had to do was beat a 17 on a d100 roll.

With the new system you can be calculated and gain a lot!
For simplicity sake let's say you need 100 runes per item and are after 4 items. You keep running your main and Alts till you get 400 runes. If one of your desired items drops for you than great! Keep running till you reach 300 runes. If you already accumulated 370 runes then use 300 to barter for the rest of your desired items and save the remainder 70 for the efforts of getting gear on an alt.

Depending on how many legendary raid timers/Alts you use/urgency you have to get all the items you can either do the most efficient method of not claiming any reward until you have enough runes for completing your wish list on all toons or just use the above mentioned method and just stop running your completed toons. You could also wait on claiming rewards on your strongest toons so you can keep using them for elites and have full benefit of any item that drops for you or is put up for roll.

2) Runes only drop off ransack.

This means more chances of items put up for roll every time you run the raid.

There is the possible downside of elite raids being filled by not elite ready toons though at this point of the game it would be great if a) raids fill and b) level 30 toons can be not elite ready.

To conclude:
I like the new system a great deal.
  
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Re: No Raid timers, but there is a Trade in
Reply #42 - Dec 9th, 2015 at 7:59am
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Flav wrote on Dec 9th, 2015 at 3:02am:
now I can see why people in a PUG would prefer trap and tower...
it requires less coordination ( gravity ), and there's less issues with people being unable to make the jumps ( mario ).


The same argument could be made with running raids at different difficulties. LE will likely not be run often due to lag, but a closed group should be able to run LH without any difficulty. LN will likely be run often in PUGs or with sub-par alts for BTA runes.
  
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Re: No Raid timers, but there is a Trade in
Reply #43 - Dec 9th, 2015 at 8:24am
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SayWhatAgain wrote on Dec 9th, 2015 at 7:27am:
level 30 toons can be not elite ready.


Anybody come up with a decent way to determine when a person/character is Elite/Raid ready yet? Looking for something to implement that's less time consuming than watching pugs perform in specific situations on hard runs or alternate characters although the latter is not as important.
  
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Re: No Raid timers, but there is a Trade in
Reply #44 - Dec 9th, 2015 at 9:52am
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SayWhatAgain wrote on Dec 9th, 2015 at 7:27am:
There are two huge advantage to this system that no one really mentioned.

1) You won't run the risk of pulling something or missing a chance to roll on a piece of gear you chose for your 20th/40th/whatever run.

Say you are running DoJ and are after the boots, helm and ring.
You get to 20 completions and decide to take the boots only to have the boots drop under your name on the first end chest you loot after ransack is done. You basically wasted your 20th reward list. Annoying but less frustrating case when someone puts the boots up for roll on your next run... And all you had to do was beat a 17 on a d100 roll.

With the new system you can be calculated and gain a lot!
For simplicity sake let's say you need 100 runes per item and are after 4 items. You keep running your main and Alts till you get 400 runes. If one of your desired items drops for you than great! Keep running till you reach 300 runes. If you already accumulated 370 runes then use 300 to barter for the rest of your desired items and save the remainder 70 for the efforts of getting gear on an alt.

Depending on how many legendary raid timers/Alts you use/urgency you have to get all the items you can either do the most efficient method of not claiming any reward until you have enough runes for completing your wish list on all toons or just use the above mentioned method and just stop running your completed toons. You could also wait on claiming rewards on your strongest toons so you can keep using them for elites and have full benefit of any item that drops for you or is put up for roll.

2) Runes only drop off ransack.

This means more chances of items put up for roll every time you run the raid.

There is the possible downside of elite raids being filled by not elite ready toons though at this point of the game it would be great if a) raids fill and b) level 30 toons can be not elite ready.

To conclude:
I like the new system a great deal.

Good points.  You what really sucks?  When you join a DoJ run where everyone is ransacked.  The raid has a decent drop rate but it feels like MoD when you aren't getting 10-12 rolls per run.   

The new system absolutely discourages ransack runs.  Unless you are there for the XP or hoping to roll on someone else's drop, there is no reason to ever run ransacked. 

I'm all for discouraging ransack runs.  Drop rates are low enough when you are getting 10-12 rolls on the chest.  If 8-9 of the party members are ransacked, it's just abysmal. 
  
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Re: No Raid timers, but there is a Trade in
Reply #45 - Dec 9th, 2015 at 9:55am
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Could they have done it without adding yet another fucking ingredient? Yes. Yes they could have.
  

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Re: No Raid timers, but there is a Trade in
Reply #46 - Dec 9th, 2015 at 10:12am
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Revaulting wrote on Dec 9th, 2015 at 9:55am:
Could they have done it without adding yet another fucking ingredient? Yes. Yes they could have.


The problem is that any reuse of ingredients would create a situation where some players have stacks of them on day 1.  Let's say they use Heroic Comms (from CiTW and FoT).  There are players with thousands of those on each toon.  So what, you are giving out 3-4 20th run rewards to players on day one and they are starting with 3-4 of the new raid items before they even run the raid?  That's a great way to kill new content. 

I don't see a way they could reuse an existing ingredient.  As much as I hate new ingredients. 

What they can do to fix the ingredient mess is to let you consolidate old ingredients.  Let you trade cannith challenge ingredients for eveningstar ingredients and heroic shroud ingredients and LoB ingredients and Seals and shards and evening star comms, etc.  That will clean up your bag without trivializing the new content.
  
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Re: No Raid timers, but there is a Trade in
Reply #47 - Dec 9th, 2015 at 10:29am
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Asheras wrote on Dec 9th, 2015 at 9:52am:
I'm all for discouraging ransack runs.  Drop rates are low enough when you are getting 10-12 rolls on the chest.  If 8-9 of the party members are ransacked, it's just abysmal.


That won't be a problem at all with first 2-3 weeks drop rates, the problem is stealth drop rate nerf in every single 1st patch after the update under any other excuse, like solving lag which, of course, reamains unsolved.
  

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Re: No Raid timers, but there is a Trade in
Reply #48 - Dec 9th, 2015 at 11:40am
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@i@ wrote on Dec 9th, 2015 at 10:29am:
That won't be a problem at all with first 2-3 weeks drop rates, the problem is stealth drop rate nerf in every single 1st patch after the update under any other excuse, like solving lag which, of course, reamains unsolved. 


This has been happening for the last 8 years that I've been playing.  It isn't going to change.  I remember it happening to ToD rings in 2009.  This is the drug dealer plan.  Get them addicted with early success and then ratchet up the cost.
  
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Re: No Raid timers, but there is a Trade in
Reply #49 - Dec 9th, 2015 at 11:43am
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Asheras wrote on Dec 9th, 2015 at 10:12am:
snip

I think he meant something more along the lines of having an account-wide counter for raid points equivalent to their currently proposed ingredients. They would have to display the current amount in the NPC dialogue and perhaps update the compendium with your point total for each raid.

They wouldn't be able to use it to push their sales of bags, shared bank, and ingredients bank or reuse their barter dialogue boxes. There's a possibility that the inventory-less system could be vulnerable to a duplication or recycling exploit, but likely less vulnerable than an ingredient and not vulnerable to transferring exploits.
« Last Edit: Dec 9th, 2015 at 11:45am by apep »  
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