Sep 07, 2008, 02:15 PM // 14:15
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#1
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Krytan Explorer
Join Date: May 2006
Guild: The Illini Tribe
Profession: N/Mo
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Faction per Kill in Urgoz & the Deep
Place a priest in the first or second room to make both elite Factions zones a bit more rewarding.
This could breathe some new life into those areas, and give PVEers a less grindy option for getting faction.
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Sep 07, 2008, 02:35 PM // 14:35
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#2
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Academy Page
Join Date: Feb 2008
Location: The Netherlands
Guild: Desolation Lords [DL]
Profession: A/
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Dang nice idea! /sign
Do not whine if you farmed 300 hours for r12 Kurzick/Luxon, this is just a nice idea.
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Sep 07, 2008, 02:39 PM // 14:39
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#3
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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I love the idea, but it'd have to be some NPC like Count zu Heltzer or Elder Rhea because priests either tend res shrines (which don't exist there) or occasionally I'll get one to follow the party and spam Karei's Healing Circle and crap like that. I remember one time vanquishing they were following me and I couldn't kill a boss because the priest kept spam healing him with Healing Circle
Anyway, that's my two cents. /signed with a slight change
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Sep 07, 2008, 04:05 PM // 16:05
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#4
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Or add just an environmental effect that automatically triggers after you enter which awards you faction. No need for new NPCs.
/signed for the idea
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Sep 07, 2008, 04:24 PM // 16:24
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#5
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Jungle Guide
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will this be enough to populate Urgoz & Deep?
if so then /signed
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Sep 07, 2008, 05:55 PM // 17:55
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#6
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Completely logical.
You are fighting for the sake of that faction, in that faction's territory.
They should also add repeatable quests that are beaten by killing the last boss, so they behave just like dungeons.
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Sep 07, 2008, 06:00 PM // 18:00
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#7
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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It makes good sense, since you are helping that faction, and it's a great idea. /signed
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Sep 07, 2008, 06:59 PM // 18:59
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#8
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Grotto Attendant
Join Date: May 2005
Location: The Netherlands
Guild: Limburgse Jagers [LJ]
Profession: R/
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Quote:
Originally Posted by MithranArkanere
Completely logical.
You are fighting for the sake of that faction, in that faction's territory.
They should also add repeatable quests that are beaten by killing the last boss, so they behave just like dungeons.
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As long as killing the boss gives you more than 250 faction after your first time. Completing dungeons in EotN for faction only is rediculous. For Urgoz/Kanaxai it should at least be 2500 faction.
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Sep 07, 2008, 07:08 PM // 19:08
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#9
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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An excellent idea, both to give another method of getting faction as well as repopulate those elite missions.
Retrofitting the Kurzick/Luxon priests to give bounties was a good move, and changing the mechanics in these two missions to match some of the EoTN bonuses would continue to improve Factions.
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Sep 07, 2008, 08:56 PM // 20:56
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#10
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Quote:
Originally Posted by Arduinna
As long as killing the boss gives you more than 250 faction after your first time. Completing dungeons in EotN for faction only is rediculous. For Urgoz/Kanaxai it should at least be 2500 faction.
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The quest reward would give the points, just like other Factions repeatable rewards.
2500 points should be quite enough in normal mode and 5000 in hard mode.
So the quest would be given inside the mission, and the reward would be given either in the mission outpost or the Town of the faction.
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Sep 08, 2008, 09:40 AM // 09:40
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#11
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Jungle Guide
Join Date: Jan 2008
Location: In your fridge, stealing your pickles. for mah subway
Profession: R/
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Heck why we never had something like this? Even though I've never went into the zones, but it couldn't sound more logical.
/signed.
But it should be a worthy amount of faction, not less than 3k faction, at least if it's planned to rebirth these places.
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Sep 08, 2008, 11:53 AM // 11:53
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#12
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Krytan Explorer
Join Date: Jun 2006
Location: Netherlands
Guild: [OBEY]
Profession: N/R
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I really like the idea!!! I'm not going for those titles, but really want them statues for my hall^^
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Sep 08, 2008, 12:08 PM // 12:08
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#13
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Forge Runner
Join Date: Sep 2005
Location: Slovenia
Guild: Scars Meadows [SMS]
Profession: Mo/
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/signed again. It was posted a few times before, but never implemented.
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Sep 08, 2008, 12:49 PM // 12:49
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#14
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Lion's Arch Merchant
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If they put 1 faction per kill
GLF more for FF (in urgoz) right at the beginning, there's a huge mobs. around 50 factions for 1-2 mins. 1500-3000 factions/hours.
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Sep 08, 2008, 02:10 PM // 14:10
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#15
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Wilds Pathfinder
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/signed
Before this could actually work it has be competitive with HFFF or players are going to opt out for the quicker solution.
An average player can make 12,000 at HFFF (2 minutes per run which is way conservative, most take close to 1 minute per run). I don't see this ever replacing HFFF as the main system used for Faction farming.
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Sep 08, 2008, 04:05 PM // 16:05
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#16
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/signed
While this is a good idea... don't expect this to "save" these areas or something. So long as HFFF is faster, people will stick to that to get Faction. People ALWAYS perform the most efficient for their time action, even if it isn't particularly fun/exciting.
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Sep 12, 2008, 08:18 AM // 08:18
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#17
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Wilds Pathfinder
Join Date: Oct 2006
Location: WTFPRIVACYDUDE
Guild: Endangered Feces [DoDo]
Profession: W/Mo
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/signed for no reason really
Quote:
Originally Posted by HawkofStorms
People ALWAYS perform the most efficient for their time action, even if it isn't particularly fun/exciting.
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Ye, its not like anyone plays this game for fun.
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Sep 12, 2008, 08:49 AM // 08:49
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#18
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Jungle Guide
Join Date: Nov 2005
Guild: WTB: q8 bows
Profession: R/N
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/Signed
Makes total sense and would help the casual player more in the way I can't stand the faction titles but if over time I could earn the rank 4 for HoM doing the elite areas I would be quite happy.
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Sep 12, 2008, 10:47 AM // 10:47
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#19
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by upier
Or add just an environmental effect that automatically triggers after you enter which awards you faction. No need for new NPCs.
/signed for the idea
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Quote:
Originally Posted by MithranArkanere
Completely logical.
You are fighting for the sake of that faction, in that faction's territory.
They should also add repeatable quests that are beaten by killing the last boss, so they behave just like dungeons.
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/sign for these two ideas I quoted.
Quote:
Originally Posted by HawkofStorms
/signed
While this is a good idea... don't expect this to "save" these areas or something. So long as HFFF is faster, people will stick to that to get Faction. People ALWAYS perform the most efficient for their time action, even if it isn't particularly fun/exciting.
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So find a way to remove HFFF, since it is a semi-exploit (if you refuse to call it an exploit, then it's a semi-exploit). The best way would be to have the spawn points only triggered after the first person accepts the quests (before accepting, you cannot pre-run to those areas).
Doing everything that I quoted and "nerfing" HFFF with how I said should bring plenty of people back.
If it doesn't, I say, we need new gold craftable versions of the Greens from the chest and/or of the end-game canthan greens (since gold versions drop from those areas, why not a crafter that comes in after defeating Urgoz/Kanaxai, and why not have a crafter of their weapons?)
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Sep 12, 2008, 10:56 AM // 10:56
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#20
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Bad Romance
Join Date: May 2006
Location: Aussie Trolling Crew HQ - Grand Matron
Profession: Mo/
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/signed. I really wish they would implement this, people have been requesting this for ages and it makes alot of sense.
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