Glacors & the wilderness
Posted: Fri Apr 24, 2015 6:44 pm
Now that Glacors have been released for about a week, it's time for a review. I'd also like to pair said review with another discussion thread about the wilderness, taking our recent (and future) developments into account.
The most important complaints I hear right now are as follows:
1 - Another glacor may attack you if the glacor you were fighting is about to explode and you run away
2 - Exploding glacors damage everyone nearby, not just the player it's attacking
3 - Glacors aren't in a multi-combat area
4 - Enduring glacytes are too hard to kill
A few notes on these complaints:
1 - During the initial testing, I have found that, indeed, another Glacor can 'PJ' you as you run away from an exploding Glacor. However, in my opinion, that's simply the risk you take for killing the exploding glacyte last. If you kill any of the other glacytes last, you shouldn't have this problem. I see it more of a challenge than a bug.
If, however, another Glacor can attack you even though the Glacor you were initially fighting wasn't exploding, then that would be a bug. Please let me know if this is the case.
2 - In RuneScape, exploding glacytes (and glacors) work exactly this way. A Glacor there can only be fought by one player and must be soloed (just like on PkHonor), but an explosion can and will still hurt every player nearby even if they weren't fighting said glacyte/glacor. Whether this behavior should be altered to be less dangerous to others, is up to the community, we just went with how it is on RuneScape to start off iwth.
Keep in mind, they're not supposed to kill players who are transformed nor mods that are on modwild, so that's a bug that will be fixed in the next server update.
3 - Making glacors a multi-combat area seemed like a bad idea, as it would put anyone who tries to kill the glacors at risk of getting killed by a PK'er in the midst of an already hard fight. Furthermore, it would give a clan the opportunity to keep full control of that territory, and I'm not sure that would benefit the community as a whole.
4 - Oh please.
Please let me know what you think of these complaints and what could be done to improve them, keeping in mind what would be best for the community as a whole. If you have further ideas to improve the Glacors, or the wilderness as a whole (taking into account our Glacor, Perfect ring and Bounty Hunter updates), then now is the time to share it.
We'd certainly like to bring some of that "Pk"Honor back, so if we need to decide between what PVM'ers prefer and what PK'ers prefer, we may be more inclined to go with the PK'ers their opinion. Still, if we could make changes that benefit everyone, then that would be best of course.
I know there have already been some threads made about these topics, but I would like to ask to write out a proper, well thought out (and possibly length) response as to what you think we could do and in which way we should be thinking to further improve the game.
Oh, and out of the box thinking is not only allowed, it's highly recommended.
The most important complaints I hear right now are as follows:
1 - Another glacor may attack you if the glacor you were fighting is about to explode and you run away
2 - Exploding glacors damage everyone nearby, not just the player it's attacking
3 - Glacors aren't in a multi-combat area
4 - Enduring glacytes are too hard to kill
A few notes on these complaints:
1 - During the initial testing, I have found that, indeed, another Glacor can 'PJ' you as you run away from an exploding Glacor. However, in my opinion, that's simply the risk you take for killing the exploding glacyte last. If you kill any of the other glacytes last, you shouldn't have this problem. I see it more of a challenge than a bug.
If, however, another Glacor can attack you even though the Glacor you were initially fighting wasn't exploding, then that would be a bug. Please let me know if this is the case.
2 - In RuneScape, exploding glacytes (and glacors) work exactly this way. A Glacor there can only be fought by one player and must be soloed (just like on PkHonor), but an explosion can and will still hurt every player nearby even if they weren't fighting said glacyte/glacor. Whether this behavior should be altered to be less dangerous to others, is up to the community, we just went with how it is on RuneScape to start off iwth.
Keep in mind, they're not supposed to kill players who are transformed nor mods that are on modwild, so that's a bug that will be fixed in the next server update.
3 - Making glacors a multi-combat area seemed like a bad idea, as it would put anyone who tries to kill the glacors at risk of getting killed by a PK'er in the midst of an already hard fight. Furthermore, it would give a clan the opportunity to keep full control of that territory, and I'm not sure that would benefit the community as a whole.
4 - Oh please.
Please let me know what you think of these complaints and what could be done to improve them, keeping in mind what would be best for the community as a whole. If you have further ideas to improve the Glacors, or the wilderness as a whole (taking into account our Glacor, Perfect ring and Bounty Hunter updates), then now is the time to share it.
We'd certainly like to bring some of that "Pk"Honor back, so if we need to decide between what PVM'ers prefer and what PK'ers prefer, we may be more inclined to go with the PK'ers their opinion. Still, if we could make changes that benefit everyone, then that would be best of course.
I know there have already been some threads made about these topics, but I would like to ask to write out a proper, well thought out (and possibly length) response as to what you think we could do and in which way we should be thinking to further improve the game.
Oh, and out of the box thinking is not only allowed, it's highly recommended.