Alright.. I am only a newbie to Shards of Dalaya. I am not an expert on treasure hunting, and I have only done a handful of maps. But I have noticed some glaring issues with this otherwise incredible system.
My intention is merely to open these issues up for discussion, and people wih more experience in these issues can share their opinions and compare notes with what I've seen so far, whether they agree with me or think I am completely incorrect.
Unfortunately - Being only level 29, I cannot speak for any maps above the 20-29 range. I have discussed maps with several 65 players though and for the most part they have agreed with my griefs, prompting me to take this next step and post in this forum.
So feel free to raise any issue i haven't touched, and feel free to validate or dismiss any of my griefs based on your own personal experience with maps. My hope is we can get a consensus as to whether maps are fine they way they are, or they may need to be altered for balance a bit in some way.
**Issue 1: Location of some chests for level 20-29 maps. **
For the most part, maps seem to be in more or less safe locations. I have had no problem with
most of the maps I've done. But two examples stand out. The first is some locations in Everfrost are not only congested with orcs ( not to much of an issue unless your in the low 20s, then they will aggro on sight ) but they have a high chance of an Ice Giant walking right over them.
My group had literally just pulled up the chest and were fighitng off the monsters when exactly that happened. An Ice Giant walked up and killed everyone outright. It got worse - we binded a screen or two away. After killing us all, the Giant inexplicably walked right up to our bind point - things got really messy then. After a race against the clock to get back buffed and ready to go, we were in the middle of fighting the same mobs when once again another Ice Giant walked right up on us. Luckilly, a high level was nearby hunting Ice Giants at the time and he intercepted it. Had he not been there, it would have wiped us again.
The second spot doesnt seem to be nearly as dangerous.. Its the Hill Giant mountain in south Obsidian Shard Mountains. From the dig spot you can see 3+ Giants walking around the mountain in random directions. We had a few scares but it seems like they never quite pathed near our map spot. But i do believe they had the potential to. Someone else could have been not nearly as lucky.
**Issue 2:Huge Range on Digging Attempts.**
Today my group went through 20 monster spawns, taking over an hour, counting time spent rebuffing from scratch, as well as 6 failed digging attempts (bedrock, water, etc) and we unanimously ( and dissapointedly ) decided to just give up. The reward vs time spent just wasn't worth it.
After polling players many had similar situations happen and one reported 42 digging attempts before seeing a chest pop.
On the other extreme, i've several times had a chest pop on the second or third attempt.
It is, in my humble opinion, far too wide of a range when you consider that on higher chests you could have 12 different individuals hoping for a shot at a piece of loot.
Right now, you have a chance of getting free loot, essentially, and you have a chance of having an unbearbly stressful experience that could take an hour or much longer with no guarantee of you receiving any loot whatsoever.
I pose a question here: How many players and/or Coders think that if we tightened the range it would make treasure hunting more enjoyable overall?
I think we should cut off the chances of getting fast free loot to balance out cutting off the odds of running a marathon for a chance at loot.
So instead of a range of 2-42 (or higher), maybe make it 6-12, 6-18, 8-14, etc etc
I know I have only touched on two issues - I am sure there are more. Please discuss this in a mature manner.
I am aware that many people may disagree with my grief here - and i respect your opinions equally as much as i respect the opinion of someone who agrees with me. So feel free to share, but let's not make a childish flame war out of this.
Thanks for your consideration.
My intention is merely to open these issues up for discussion, and people wih more experience in these issues can share their opinions and compare notes with what I've seen so far, whether they agree with me or think I am completely incorrect.
Unfortunately - Being only level 29, I cannot speak for any maps above the 20-29 range. I have discussed maps with several 65 players though and for the most part they have agreed with my griefs, prompting me to take this next step and post in this forum.
So feel free to raise any issue i haven't touched, and feel free to validate or dismiss any of my griefs based on your own personal experience with maps. My hope is we can get a consensus as to whether maps are fine they way they are, or they may need to be altered for balance a bit in some way.
**Issue 1: Location of some chests for level 20-29 maps. **
For the most part, maps seem to be in more or less safe locations. I have had no problem with
most of the maps I've done. But two examples stand out. The first is some locations in Everfrost are not only congested with orcs ( not to much of an issue unless your in the low 20s, then they will aggro on sight ) but they have a high chance of an Ice Giant walking right over them.
My group had literally just pulled up the chest and were fighitng off the monsters when exactly that happened. An Ice Giant walked up and killed everyone outright. It got worse - we binded a screen or two away. After killing us all, the Giant inexplicably walked right up to our bind point - things got really messy then. After a race against the clock to get back buffed and ready to go, we were in the middle of fighting the same mobs when once again another Ice Giant walked right up on us. Luckilly, a high level was nearby hunting Ice Giants at the time and he intercepted it. Had he not been there, it would have wiped us again.
The second spot doesnt seem to be nearly as dangerous.. Its the Hill Giant mountain in south Obsidian Shard Mountains. From the dig spot you can see 3+ Giants walking around the mountain in random directions. We had a few scares but it seems like they never quite pathed near our map spot. But i do believe they had the potential to. Someone else could have been not nearly as lucky.
**Issue 2:Huge Range on Digging Attempts.**
Today my group went through 20 monster spawns, taking over an hour, counting time spent rebuffing from scratch, as well as 6 failed digging attempts (bedrock, water, etc) and we unanimously ( and dissapointedly ) decided to just give up. The reward vs time spent just wasn't worth it.
After polling players many had similar situations happen and one reported 42 digging attempts before seeing a chest pop.
On the other extreme, i've several times had a chest pop on the second or third attempt.
It is, in my humble opinion, far too wide of a range when you consider that on higher chests you could have 12 different individuals hoping for a shot at a piece of loot.
Right now, you have a chance of getting free loot, essentially, and you have a chance of having an unbearbly stressful experience that could take an hour or much longer with no guarantee of you receiving any loot whatsoever.
I pose a question here: How many players and/or Coders think that if we tightened the range it would make treasure hunting more enjoyable overall?
I think we should cut off the chances of getting fast free loot to balance out cutting off the odds of running a marathon for a chance at loot.
So instead of a range of 2-42 (or higher), maybe make it 6-12, 6-18, 8-14, etc etc
I know I have only touched on two issues - I am sure there are more. Please discuss this in a mature manner.
I am aware that many people may disagree with my grief here - and i respect your opinions equally as much as i respect the opinion of someone who agrees with me. So feel free to share, but let's not make a childish flame war out of this.
Thanks for your consideration.