New Zone Idea

Danku

Dalayan Beginner
There was mention of new zones being released including 6 man zone and such like Cmal. I would like to suggest that there be a two more added but have level ranges on these be from 20-35 in one and 35-50 in the other.

I know there are tons going on right now, maybe just file the idea away for later perhaps? There is great content, but a 6 man crawl zone with different branches that you need keys for like Cmal would be good at many levels. Maybe Howling Stones would be good for one?

Just an idea.
 
The one hurdle I see with lower level 6-person zones is a single twinked character can trivialize it, which is something you can't really design around at lower levels. At max-level, you can design a 6 player capped zone with post-65 item-based progression in mind, rather than "what level are you."
 
One idea I mentioned in staff was adding boss-type monsters to various low-level zones. These bosses would be slightly more complex fights than normal nameds, spawn on a multi-hour timer with no ph, and have no-drop loot. It has some problems (wiz mentioned correctly that high level people would just farm them for their alts); I'm just mentioning it here for the purposes of discussion. Hopefully this thread will shake something better out of it :)
 
Thinkmeats said:
One idea I mentioned in staff was adding boss-type monsters to various low-level zones. These bosses would be slightly more complex fights than normal nameds, spawn on a multi-hour timer with no ph, and have no-drop loot. It has some problems (wiz mentioned correctly that high level people would just farm them for their alts); I'm just mentioning it here for the purposes of discussion. Hopefully this thread will shake something better out of it :)

Is there a way to code Trival loot code? Like they had on live. If you could jsut slap that code on those guys and higher levels can't touch him or no loot.

I'm definitly in support of adding more No Drop type items for lower levels *cough* specialy more shields *cough cough*

The Twink is a issue... but on the same note its not like a twink would care about the loot on those mobs ether.
 
Thinkmeats said:
One idea I mentioned in staff was adding boss-type monsters to various low-level zones. These bosses would be slightly more complex fights than normal nameds, spawn on a multi-hour timer with no ph, and have no-drop loot. It has some problems (wiz mentioned correctly that high level people would just farm them for their alts); I'm just mentioning it here for the purposes of discussion. Hopefully this thread will shake something better out of it :)

Couldn't you implement some sort of the adept code for those mobs? Check what the zone is in general (30-45 for kingpass for example) and make the boss invincible for everything that's 45+ or something. Don't even know if it's possible to add in some zones with a huge level range (Obsidian Shards Mountains or Lesser Faydark) but that might help the farming issue a bit.
Not gonna argue the point that twinks can somewhat trivialize those mobs anyways.
 
Or make a zone level restricted. No one over 45 can enter it. Hardcaps are dumb, but still...
 
Xeldan said:
The one hurdle I see with lower level 6-person zones is a single twinked character can trivialize it, which is something you can't really design around at lower levels. At max-level, you can design a 6 player capped zone with post-65 item-based progression in mind, rather than "what level are you."

Ok ideas there...

Must be a 5-6 man group to enter zone, adepts inside dungeons and trivial loot code(mentioned above), all loot no drop/lore, Can't enter zone unless in proper zone level range, instanced zones. There are solutions besides just not making it.


Not putting in content for the lower levels because it may be farmed is a really terrible reason in my eyes. Should Meil B be removed? Or Paw? All levels need variety. Perhaps it would be one of those really great things that SoD is known for.
 
When ideas are flowing around here why not implant 1-2 zones from ldon that generates depending on the lvls of the grp what hardness could the dungon be ?
 
I'm all for adding lower level 6-man zones, but please don't use a cool zone like Howling Stones for them.

Just pick a random LDoN zone or two that there are no plans for, and save places like HS for Cata/Cmal level stuff.
 
Danku said:
Not putting in content for the lower levels because it may be farmed is a really terrible reason in my eyes. Should Meil B be removed? Or Paw? All levels need variety. Perhaps it would be one of those really great things that SoD is known for.

First of all, a cmal-style zone is a whole different level of content compared to something like Meil B or Paw, so that in itself debunks the comparison. Secondly, I never said I don't want to put it in, I said that's one of the challenges you're faced with when you consider designing something like that. If I want to put in a level 35 6 player zone, then I'm going to want it to be hard content for that level and reward players appropriately. Twinked characters would throw things out of whack, and you can't balance stuff around them because then it would be too hard for your average player while leveling.

Llanoldar Lluindar said:
I'm all for adding lower level 6-man zones, but please don't use a cool zone like Howling Stones for them.

Just pick a random LDoN zone or two that there are no plans for, and save places like HS for Cata/Cmal level stuff.

You won't be seeing Howling Stones or any other Kunark zone(other than Sebilis) until Kunark(no I'm not saying we're working on Kunark right now - that's just the stance on Kunark zones; they're off-limits to designers).
 
You are absolutely right. I put alot of interpretation on what you had responded, my apologies.

Twinks are something that happen and I see the issue with them. Anything worthwhile will be farmed, alot. As for what zone it is, Howling Stones came to mind due to the way it is structered with 4 distinct hallways and the lower portion. What zone it is is irrelevant, it is the creative content that would be valued.

Again, my apologies Xeldan. I did not intentionally misinterpret your words.
 
Danku said:
You are absolutely right. I put alot of interpretation on what you had responded, my apologies.

Twinks are something that happen and I see the issue with them. Anything worthwhile will be farmed, alot. As for what zone it is, Howling Stones came to mind due to the way it is structered with 4 distinct hallways and the lower portion. What zone it is is irrelevant, it is the creative content that would be valued.

Again, my apologies Xeldan. I did not intentionally misinterpret your words.

No problem, I just wanted to make it clear that I wasn't refusing to implement a lower level player capped zone. I would love to do so, but I also have to work out ways to deal with problems that aren't really a concern at 65 since mob difficulty is more flexible at the level cap.
 
Latten said:
When ideas are flowing around here why not implant 1-2 zones from ldon that generates depending on the lvls of the grp what hardness could the dungon be ?

Holy shit that sounds cool as hell, did they take into account aa's and such too?
 
For lower level 6-man zones, you could do it like adepts and put a level cap on the entry, at least that way you could work around the "higher level chars farming it for lower level chars."
 
The fact remains that there are some level 40 twinks with 2 times the hp of a regular level 40 (or twice the mana), designing a 6 man low end zone would end up being trivialized by said twinks, or too hard for the average group of level 40s.

*Although* if they are so twinked from gear, I dont see why they would do the zone more than once because the stuff would end up rotting.
 
volvov2 said:
The fact remains that there are some level 40 twinks with 2 times the hp of a regular level 40 (or twice the mana), designing a 6 man low end zone would end up being trivialized by said twinks, or too hard for the average group of level 40s.

*Although* if they are so twinked from gear, I dont see why they would do the zone more than once because the stuff would end up rotting.

Another reason you can't really do the adept thing (without a huge -exp% zone mod) is adepts give something like 8X normal exp don't they?
 
Mythryn said:
Another reason you can't really do the adept thing (without a huge -exp% zone mod) is adepts give something like 8X normal exp don't they?

I would imagine that could be changed though.
 
Why the need to even put a hard cap or trivial code or whatever? Simply take the gear, make it nodrop ala cmal/cata. Seems to me like that makes sense, if there aren't items that will sell, it won't be farmed. Obvious exclusions would be for the occasional person with interest in a clicky if one is present, but those would probably end up few and far between.

I also don't really see an issue with twinks for that either. Same thing as above, sure twinks might trivialize it. That's kind of the point of twinks. If someone can solo it, then they can.

I love the boss monster idea, and I see the problems as pretty minimal tbh. If the gear was level appropriate from these bosses, why would someone farm it with their higher toon when they can almost certainly get better droppable gear? With the veeery possible exception of a 50's zone.
 
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