Cmal Change?

Alton

Dalayan Beginner
Now that you have the ability to define where players can, and can't go (eg. behind bank counters), is there any chance cmal can be opened up to more than 1 group at a time?

Is there any way you can force the doors to not open if 6 or more players are in one area?
As in you could have 3 different 6 person groups in Cmal 1/2/3.
Something like don't let the doors open to cmal 3 if there are already 6 inside.
Or if someone camps and logs in as char #7, blamo deathtouch, etc.

It just kills me to put together a decent cmal group, and have another group doing cmal1 beat you into the zone by a few minutes.
 
I've actually been wanting cmal to be split up for a while. Perhaps 1 & 2 are a zone, then 3 and 4 are their own zones. As you said its really frustrating to be going to cmal3/4 and then being beat by a group of 55's trying 1, and I'm sure it sucks for them if a group of 65's get to the zone before them. Basically the problem is that cmal offers a lot to many different ranges of players (people doing 1 vs those doing 4 are considerably different), but only one aspect of it is really used at a time (low end groups cant do 3/4, higher end groups dont want to bother with 1/2); as a result, the zone is almost always in use but never really fully utilized. I really support the idea of splitting up the zones (however the admin may find appropriate), but I dont think that keeping it all as one zone will be effective.

If you kept the zone together and tried to force doors shut if there are already 6 people, it would cause a few problems and potential exploits. First off, what if more than 6 players try to enter simultaneously? Also you would have to take into consideration things such as CoH and logging characters out at certain spots (I'd assume its much harder to determine which part - 1,2,3 or 4 - of the zone a player is in compared to just kicking any player over 6 in the entire zone). Also, what would prevent a 7th healer using a long range (ie. quickheals) heal from the entrance?
That being said, I'd propose having two (or however many zones cmal is to be split up into) different entrances to two different instances of cmal (which would still be capped at one group): one for the 55-64 crowd and one for the 65+'s. You could even take it a step further to fully populate each zone with the appropriate level of mobs, or just leave it as is and make the 'wrong' areas inaccessible.

I'd really like to see this put in somehow :)

Regards,
Aeran
 
This has been discussed and is somewhere on the platter, but you see Wiz is a very hungry person so sometimes he has a lot of this platter!
 
What do you mean hardcoded...like it's part of the original game and can't be changed? Cmal was a raid zone in live :p
 
I haven't played live past Velious, so I thought Cmal was 6 peops only in Live too, my bad if it wasn't. I then agree two distinct parts 1/2 and 3/4 would be great
 
Perhaps some of this could be alleviated by implementing other 1-group-only zones like CMal. In fact, I've heard rumor following this line of thought. If it was a choice between the two, I'd rather see more content; however I can see that separating out cmal 1/2 vs. 3/4 would probably be easier than the design and implementation of an entirely new progressive zone.
 
Allielyn said:
Perhaps some of this could be alleviated by implementing other 1-group-only zones like CMal. In fact, I've heard rumor following this line of thought.

I heard the same thing awhile back. I think it was Faski Malath (Vex Thal from Live) becoming a 12 person zone on the same principles of Cyrtho Malath. That could have all changed though or may be real low on the priority list.[/quote]
 
I heard "Vex Thal" was outright canceled. Had that globe of shadow in my bank for over a year.
 
perhaps an item similar to runetokens could be used for the distinction between the zones.. cmal1/2 doesnt require anything to enter, and in it you can find the "runetoken" to cmal3/4.. put it in your ammo slot before zoning in and it takes you to a seperate zone for 3/4
 
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