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Can we have a discussion on risk versus reward on some hunting grounds?

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  • Can we have a discussion on risk versus reward on some hunting grounds?

    The risk has seriously outweighed the reward on some, to the point that basically no one is using them at all any more. The alleys used to be a great place to go in the mornings for new characters to try and get pouches and daggers, especially years and years ago when thugs and brutes used to have leather armor. Over the years, the ranks of thugs and brutes have gone up and the danger has ramped up significantly, ESPECIALLY if a top end character happened to wander through the alleys at one point throughout the evening.

    After a while, the top end characters stopped going at all because they knew the thugs/brutes they were generating were going to beat the shit out of all of the low/midbies on the field. Then eventually, the low and midbies stopped going altogether. The last dozen or so times I've had a character check the alleys in the morning, there hasn't been a single corpse at all, much less already looted ones. For as much nostalgia as I'm sure a lot of the player base has for this particular hunting ground, and its proximity to what used to be a nice gathering place for players at one point (The Toga), I think it's about time to simply shut this one down. Either make the mobs more consistent in their ranks/stats so the occasional one doesn't have auto 5's on every single attack regardless of stance, increase the loot value so that there is SOME point in going there once in a while, or just take the hunting ground out altogether. It's annoying to hear people suggest "Just go by the alleys and pick up coins when you're new and hurting for coin" when literally no one is leaving any coin to be found there any more.

    My understanding is that somewhere in the past, many creatures carried stones in their stomachs. I guess this was abused, and now the best stones you can get out of a stomach seem to be tiny pebbles or tiny ambers, which are frankly not worth the effort. Now, sometime later skinning came along and thus rats weren't useless, and became in a tier where you could make decent money off of them but nothing game breaking. I'm alright with those, what I dislike are spiders of any kind. These are mobs that have a 5% chance of pinning any PC to the ground and snaring them--with no defense against this possibility. They can continuously spam this move when you're trying to stand up (only freeing yourself of the webbing, not standing up each time). And if more mobs come in while this is happening, nearly any character can get into serious trouble. I wouldn't normally have a problem with this mechanic, per se, but it adds a significant amount of risk to a mob that, even if you skinned off all 18 skinnable parts, would yield less than 10 denars each. This makes them SIGNIFICANTLY more dangerous than any rat in the game, but also worth far less than any of them. I'm not saying the meager coin that new characters should make off of rats should be nerfed, I'm just thinking spiders should have some sort of reward associated with them for all of the risk.

  • #2
    spiders have amber in their stomach, most of the time, not all the time, so that's extra money.

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    • #3
      The Amber isn't worth it, though. The only thing worth fighting or skinning at, say the spider caverns, are the massive subterranean serpents.
      Those who are afraid of the dark have never seen what the light can do.

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      • #4
        The folks at the Cult will gladly take your Amber, Serpents though are the cash cow. Spiders have amber, flint, and once in a random moon white stones (yes even still)
        "Those who cannot remember the past are condemned to repeat it."

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        • #5
          Hey now, let's not be talking about getting rid of the alleys, I still love those alleys, even if there is hardly any reason to hunt them financially. It could use a bit of a boost in that regard but I'll continue to enjoy them regardless.
          Amatoria crams a fist full of biscuits in her mouth.
          You pick out a biscuit from some biscuits.
          You consume the last of a biscuit.
          Dragaxus says to you, "You know you're quite sexy when you do that."
          Amatoria spits crumbs all over, "You're just saying that."

          Typically, 9 times out of 10 in TEC you are bored you just dont realize it because your brain functions at a higher rate and it keeps you from thinking about the possibility that you are simply sitting there doing absolutely nothing.

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          • #6
            Depending on the spider, some pretty consistently have blood stones too.

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            • #7
              Couldn't agree with the theme of this post more. My character has +/-800 combat ranks and the only way I've found to make some decent coin is essentially mooching off of the caravan runs. If it wasn't for mooching off of caravan runs no beginner character could buy the armor/equipment they need and also pay the OUTRAGEOUS training fees. Over the 15-20yrs I've played this game off/on I've quit the game over this issue twice.

              At 300sp per week, its essentially 4-6 months of ludus training and caravan mooching (out of necessity), and bashing some rats if you want to mix it up. That's pretty grindy, even for the most involved RP'er. Can't imagine it's helping with player retention.

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              • #8
                I agree that the alleys need some work. My character is decent at fighting and has ended up with a broken arm from brutes in there the past two visits from auto-5s. I do still loot the pouches, but it's not worth it when you end up not being to train while being broken. I don't think they need to go away, though.. just looked at to make a bit more appealing again.

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                • #9
                  What if the alleys were split in difficulty like the ones in Rock Valley? The alleys behind Septima's could be thugs and alley dogs only. Then the coastal alleys could have thugs, brutes, and alley dogs for those who still want to fight brutes. Maybe up the chance of brutes to have coffers on them to make them more rewarding.

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                  • #10
                    Originally posted by hereagain View Post
                    What if the alleys were split in difficulty like the ones in Rock Valley? The alleys behind Septima's could be thugs and alley dogs only. Then the coastal alleys could have thugs, brutes, and alley dogs for those who still want to fight brutes. Maybe up the chance of brutes to have coffers on them to make them more rewarding.
                    I think that is a great potential solution. Given there's almost no monetary reward to thugs, there's not much harm in letting them go unprotected by brutes.

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                    • #11
                      Give thugs and brutes a chance of having lots of coin. Take advantage of the proximity of the casino.
                      Last edited by Catuluscaesar; 09-30-2018, 06:00 AM.
                      Those who are afraid of the dark have never seen what the light can do.

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                      • #12
                        Originally posted by Catuluscaesar View Post
                        Give thugs and brutes a chance of having lots of coin. Take advantage of the proximity of the casino.
                        There are already "special" NPCS that carry 200-250 gold on their person in the game world (Intimidating thugs, huge brutes etc. etc.). It's just luck if you get them to spawn while you're hunting. Maybe if their spawn rate was increased slightly it would make some places worth the effort.

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                        • #13
                          Originally posted by hereagain View Post
                          What if the alleys were split in difficulty like the ones in Rock Valley? The alleys behind Septima's could be thugs and alley dogs only. Then the coastal alleys could have thugs, brutes, and alley dogs for those who still want to fight brutes. Maybe up the chance of brutes to have coffers on them to make them more rewarding.
                          This is a very good idea.

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                          • #14
                            Originally posted by Tender View Post

                            There are already "special" NPCS that carry 200-250 gold on their person in the game world (Intimidating thugs, huge brutes etc. etc.). It's just luck if you get them to spawn while you're hunting. Maybe if their spawn rate was increased slightly it would make some places worth the effort.
                            I hope you mean 200-250 DENARS. If it were GOLD that would be a LOT of coin. I've never seen any NPC that even carried a talent worth of coin. Not once, not in 20+ years
                            "...only you can prevent forest fires" The Legendary Smokey the Bear

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                            • #15
                              yes, denars, just usually specifically in gold cents is why he said that probably

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