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Post by Jano Lapin on Sept 9, 2016 12:33:12 GMT
It seems the tokens that drop in inventory are not splitted between participants, only one person gets the full benefit.
Also it seems a few invading monsters are not dropping tokens which makes a few cities not very attractive to defend, I think it was Wind and Serpent's Hold (the one with flesh renderers and beetles) that were not dropping tokens (only in inventory, nothing on corpses). I'm not 100% sure of the last one since I only did it once. The problem is aggravated with the bosses since these 2 are the worst of all (a TON of hit points, the flesh renderer boss seemed like the worse since this guy likes to one hit hehehe, well archery works at least, that's the only thing possible on this one), which wouldn't be a problem if it paid off in the end.
All in all, right now it's better to just do Minoc, it's easy, fast and it pays, but having the easiest one pays the most doesn't feel right in my opinion, no wonder why everyone rushes Minoc and nobody goes to the other ones.
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Post by Isa on Sept 9, 2016 16:15:19 GMT
I adjusted the token drop in Wind. I will look at Serpents Hold.
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Post by Green Guest on Sept 9, 2016 16:25:50 GMT
I have done all the Town Invasions here, i get tokens from them all. To be fair, I have played with other players and mostly solo. First, if you have a Loot Bag, set it to grab these tokens(all tokens really) as randomly they are found on the mob that is attacking, so kill and clear all bodies. When down to just the boss, do not try to kill him quickly, this is where tokens appear in your bag, from doing damage to the boss. I have had the boss disappear from taking too long to kill him. If you can, i suggest wrestling the Cyclops King in Minoc for more tokens. I can obtain a range of 2-147 tokens for any invasion, Jhelom and Delucia are my favs. Each boss only drops possibly one town token and maybe a generic srcoll, but only one. If there are 4 people there, someone will loot that, others get what they could. Again, try to prolong the fights with the Leader or boss, it normally results in more tokens. Things you learn to learn over time, or until someone lets you know
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Post by Jano Lapin on Sept 11, 2016 10:28:58 GMT
Thanks for the advices Green. Although I already added the tokens to my loot bag.
Yesterday I did Minoc and Serpents Hold in a row, that took around 30 minutes (because of the Serpents Hold boss hit points mostly). That gave me around 15 tokens (4-5 Minoc farming the spawn a bit, nothing spawning in inventory, rest from Wind, nothing from the spawn, all spawned in inventory), I need 250 of that to get +1 self repair: that is 33+ hours of constant fighting during invasions (that is 700 hours to get +3 self repair on an armor set + weapon... and I'm using 4 weapons). When I did the Wind invasion with you I got 0 from that one, nothing spawned in my inventory (and that took a while). Again, it's mostly just about balancing the towns rewards, some just aren't worth defending at this time: Wind and Serpents Hold. (did Jhelom once, yeah this one is worth it hehe)
Simply put: killing the boss is just wasted time, it's better to farm the spawn and I suppose it's not the intended design. Also I don't think making a fight longer intentionally is intuitive/logical nor good gameplay mechanic (except for training of course hehe), being effective should be rewarded, not punished.
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Post by Jano Lapin on Sept 12, 2016 11:49:10 GMT
Update: Delucia gave 50+ tokens (5-10 minutes?) and Britain gave me 14 (a lot harder and very long boss fight who one hits, maybe 30 minutes?). Just a few statistics, hope it helps.
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Post by Jano Lapin on Sept 19, 2016 16:46:31 GMT
Just a thought: why instead of time related drops (tokens spawn in bag the longer you fight the monster) it wouldn't be a fixed amount of tokens (or a random number in a range, like between 30 and 50 or something, saying completely random numbers here)? Like champs: you get 6 PS in backpack when it dies, splitted among people who did damage to the champ, and I think the damage done influes on the number of PS (so it would just require to adapt this code to tokens I suppose). That way it would also be simpler to balance the bosses drops, since some are much harder than others (read: much longer to kill and these guys one hit, archery is the only viable option, it's not actually hard but a long fight). It would also fix the bug (or at least I suppose it's a bug) of tokens not being spawned in inventory for every participants. I had the problem again with Semidar, I was in party with Worg. It would at least prevent the silliness of wrestling the boss to farm tokens haha I mean it's smart to do that, but it's also not really exciting to say the least (in my opinion). Easy: Minoc Delucia Medium: Jhelom Wind Hard: Britain Serpents Hold Don't hesitate to comment if you think it's a bad idea. I get the idea that people actually like milking the bosses to get the maximum profit out of them, maybe I'm the only one thinking like that.
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Post by Isa on Sept 20, 2016 1:13:30 GMT
I'm pretty sure that the tokens received when fighting the boss are consistent with the damage you deal, so if someone is dealing more damage than you, they will get the tokens? I think.
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Post by Jano Lapin on Sept 20, 2016 3:05:00 GMT
That would explain why I didn't get anything with Worg, I was wrestling the boss while he was shooting at it. Although it's not related to total damage done, I bursted it to low hit points before wrestling it (I got maybe 1-3 tokens bursting it, then nothing at all wrestling it, on the other side he got a good amount of them while the boss was at low hit points), then after a good while resumed killing it because I was wasting my time. If a common tactic is to use wrestling to get more tokens it's that it's not related to total damage done anyway, but time passed dealing damage to the boss. If on top of that there is a "if player X deals more damage", it doesn't really encourage doing it with anyone. When I was talking about a fixed number of tokens like a champ, I was thinking about no tokens spawning in inventory at all during the fight, but all of them when the boss dies (splitted among participants with "damage done % = tokens %"). I don't know why we should spare that monster's life, he deserves to die right? Sorry if this thread is longer than it should be.
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