DodoBot
Dalayan Elder
A couple weeks after my thread about adding the Vah sword to crumbling maps was posted, another crumbling map thread popped up - this time asking for tomes to be added as an incentive to do these maps. Thinking back, crumbling maps have always been "iffy loot if you have absolutely nothing better to do," and a quick search of the forums revealed years of periodic comments in the same vein.
Despite this, I think they could be a nice stopgap for raids on target-poor nights, and they offer a chance for some developer experimentation. As the issue isn't new, I thought I'd recap the most common complaints (and suggestions to fix them) here...
What's Bad:
What Could be Done to Fix This:
Despite this, I think they could be a nice stopgap for raids on target-poor nights, and they offer a chance for some developer experimentation. As the issue isn't new, I thought I'd recap the most common complaints (and suggestions to fix them) here...
What's Bad:
- Difficulty for its odd place in progression - Tier wise, these things seem to sit right on top of the tier of some highly accessible and farmed zones. Why deal with the difficulty of the maps and hassle of moving each encounter, when easier zones (Valor, Prison, Rust, etc) are just a port away?
- Poor Loot Itemization -The loot tables on these things are all over the place. Some of the clickies are fantastic, and there are a few really unique and cool items (mez pole anyone?), but there are also some bad items as well and not a lot of consistency...
- No Non-loot reasons to go - Crumbling maps offer neither the possibility for progression nor quests to bring people to them. There isn't really any lore to them, and the content seems rather uninspired compared to the cool boss mechanics people are used to seeing at that level of the game.
- Not Tradable (not sure if a con or not), but the people who benefit most from the loot on these don't spend a ton of time in the places where they drop. If they were made tradable, there might be a market for lower tier guilds looking to gear up, assuming they were toned down a little.
What Could be Done to Fix This:
- Reduce Mob Difficulty - The consensus seems that the maps are awfully difficult for the rewards available. Either tone down the difficulty of the mobs or perhaps tone down the number of mobs per wave...
- Improve Itemization - The bad items could be adjusted to put them on par with the better loot, and potentially more cool clickies could be added. Those seem to be the best items from these maps at present.
- Add tomes to the loot table - I like the idea of a guaranteed tome drop in lieu of cash. It was previously mentioned that this would be an ideal place to lower the bottleneck on Class 2 tomes... I don't think that a guaranteed Class 2 is a good idea, but an automatic tome drop with a chance at Class 2 would be great.
- Add quest items - I know Vah Sword has been brought up multiple times in the past - how about chances at Runic 1 Pieces (Spell Rune Core, Shell, and Glyphs) or random bits from the Murk and Refuge quest lines?
- As an aside here, all other maps have quests tied to them - lower tier ones have the antiques quest, ED maps have the Vah, and any old world map can drop Halloween gems if in the right zones.
- Wildcard - Zaela had previously mentioned adding some scripts to treasure maps to spawn a boss instead of a final wave. At least from a gameplay perspective, this would certainly make these things feel more like a raid than just larger waves...