Thoughts on Isle of Dawn
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Re: Thoughts on Isle of Dawn
On the notion of missives (I wonder if this should be split into another thread?)
What might be possible is a faction system that as you earned faction, it opened up more, difficult missives that earn better rewards.
Current system: Here's about 10 missives, pretty easy, do them all and you get to open a chest that has crap in it you don't want or don't need.
Revised system: Here's 5 "green tier" missives. Finish them and get 100 faction each. Once you hit 500 faction, "blue tier" missives open up. Do those and "yellow tier" missives open up. Do those and "orange tier" missives open up.
Now it could get progressively more difficult as in you have to do more and more missives at the higher tiers to unlock the next set. But you could earn yourself some orange gear if you actually do them all. And it's better than doing the same ones over and over without any hope of better loot.
The only problem with this is that it doesn't really work at lower levels, cuz after you do X number of quests, you ding. But it might be great once people hit the 20's as some additional quests to do with a chance of earning some rare rewards.
I do, however, feel like missives should be soloable or at least duo-able by most.
What might be possible is a faction system that as you earned faction, it opened up more, difficult missives that earn better rewards.
Current system: Here's about 10 missives, pretty easy, do them all and you get to open a chest that has crap in it you don't want or don't need.
Revised system: Here's 5 "green tier" missives. Finish them and get 100 faction each. Once you hit 500 faction, "blue tier" missives open up. Do those and "yellow tier" missives open up. Do those and "orange tier" missives open up.
Now it could get progressively more difficult as in you have to do more and more missives at the higher tiers to unlock the next set. But you could earn yourself some orange gear if you actually do them all. And it's better than doing the same ones over and over without any hope of better loot.
The only problem with this is that it doesn't really work at lower levels, cuz after you do X number of quests, you ding. But it might be great once people hit the 20's as some additional quests to do with a chance of earning some rare rewards.
I do, however, feel like missives should be soloable or at least duo-able by most.
Last edited by Jakkal on Thu Aug 13, 2015 1:42 pm, edited 1 time in total.
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Re: Thoughts on Isle of Dawn
It seems I remember another one of those little sunken dungeons i the Trengal Keep area that didn't seem to have anything tied to it. I always wondered about that. I agree those little dungeons really always got me excited then there was the realization there was nothing going on with them and it was another missed potential situation. I wouldn't mind seeing some more content go into highlighting the lore of the game. After signing up for this project I became hyper aware of how much I never got to know about Vanguard while I played it.
Re: Thoughts on Isle of Dawn
[quote="Moonshadowe"]It seems I remember another one of those little sunken dungeons i the Trengal Keep area that didn't seem to have anything tied to it. I always wondered about that. I agree those little dungeons really always got me excited then there was the realization there was nothing going on with them and it was another missed potential situation. I wouldn't mind seeing some more content go into highlighting the lore of the game. After signing up for this project I became hyper aware of how much I never got to know about Vanguard while I played it.[/quote]
I think you might be talking about Cainsworth? Maybe?
If so, it did have a small questline attached to it. It was actually very fun and really challenging. I remember doing it twice. Once early on, and once very near sunset announcement. The issue was that it didn't have a really good reward compared to easier content if I'm remembering correctly. You got a yellow ring I think? Not great stats for most classes, and you were going to wipe about 3 or 4 times guarunteed, unless you had some elite supergroup of players.
So it never really got utilized in the way it should have. My memory is a bit foggy, but I think that the questline tied back into TK in the end, which was pretty cool.
I think you might be talking about Cainsworth? Maybe?
If so, it did have a small questline attached to it. It was actually very fun and really challenging. I remember doing it twice. Once early on, and once very near sunset announcement. The issue was that it didn't have a really good reward compared to easier content if I'm remembering correctly. You got a yellow ring I think? Not great stats for most classes, and you were going to wipe about 3 or 4 times guarunteed, unless you had some elite supergroup of players.
So it never really got utilized in the way it should have. My memory is a bit foggy, but I think that the questline tied back into TK in the end, which was pretty cool.
Re: Thoughts on Isle of Dawn
[quote="Jakkal"]On the notion of missives (I wonder if this should be split into another thread?)
We could do a faction system that as you earned faction, it opened up more, difficult missives that earn better rewards.
Current system: Here's about 10 missives, pretty easy, do them all and you get to open a chest that has crap in it you don't want or don't need.
Revised system: Here's 5 "green tier" missives. Finish them and get 100 faction each. Once you hit 500 faction, "blue tier" missives open up. Do those and "yellow tier" missives open up. Do those and "orange tier" missives open up.
Now it could get progressively more difficult as in you have to do more and more missives at the higher tiers to unlock the next set. But you could earn yourself some orange gear if you actually do them all. And it's better than doing the same ones over and over without any hope of better loot.
The only problem with this is that it doesn't really work at lower levels, cuz after you do X number of quests, you ding. But it might be great once people hit the 20's as some additional quests to do with a chance of earning some rare rewards.
I do, however, feel like missives should be soloable or at least duo-able by most.[/quote]
That might be a bit excessive when tied back to player power. I also don't know how you are going to incorporate increasing difficulty if they are all still solo-able or duo-able.
We could do a faction system that as you earned faction, it opened up more, difficult missives that earn better rewards.
Current system: Here's about 10 missives, pretty easy, do them all and you get to open a chest that has crap in it you don't want or don't need.
Revised system: Here's 5 "green tier" missives. Finish them and get 100 faction each. Once you hit 500 faction, "blue tier" missives open up. Do those and "yellow tier" missives open up. Do those and "orange tier" missives open up.
Now it could get progressively more difficult as in you have to do more and more missives at the higher tiers to unlock the next set. But you could earn yourself some orange gear if you actually do them all. And it's better than doing the same ones over and over without any hope of better loot.
The only problem with this is that it doesn't really work at lower levels, cuz after you do X number of quests, you ding. But it might be great once people hit the 20's as some additional quests to do with a chance of earning some rare rewards.
I do, however, feel like missives should be soloable or at least duo-able by most.[/quote]
That might be a bit excessive when tied back to player power. I also don't know how you are going to incorporate increasing difficulty if they are all still solo-able or duo-able.
Re: Thoughts on Isle of Dawn
Well if they require more help than can be duo'd then people should just go do dungeons. Or if they can't find a group, then they're back to square one where they can't do dungeons.
The loot reward shouldn't be as good as dungeon/group begotten loot, but it does give a solo player something to work towards. (There were some orange things in game that weren't all that great stat wise, such as the TK cloak). This is a much more grindy approach. If they reward XP, it would also help with XP grinding as the devs intend to go back to one of the earlier XP curves in the game (Where it would take a hardcore player a couple of months to hit top level).
Basically it should be something most classes can solo, if they're clever, and probably not worth the effort for groups to do.
The loot reward shouldn't be as good as dungeon/group begotten loot, but it does give a solo player something to work towards. (There were some orange things in game that weren't all that great stat wise, such as the TK cloak). This is a much more grindy approach. If they reward XP, it would also help with XP grinding as the devs intend to go back to one of the earlier XP curves in the game (Where it would take a hardcore player a couple of months to hit top level).
Basically it should be something most classes can solo, if they're clever, and probably not worth the effort for groups to do.
Re: Thoughts on Isle of Dawn
Wow. This has gotten way off topic.
Re: Thoughts on Isle of Dawn
It has, but it's a good indication of why the man-power put behind Isle of Dawn was a bad thing. There were more existing opportunities that could have been used instead of... This.
Re: Thoughts on Isle of Dawn
[quote="Koralith"]It has, but it's a good indication of why the man-power put behind Isle of Dawn was a bad thing. There were more existing opportunities that could have been used instead of... This.[/quote]
/agree
/agree
Re: Thoughts on Isle of Dawn
Yes, all threads have the tendency to branch out.
Conlor Mines, I think that one is Hold of Intangibility. Had no quests I ever found, but was great to pug--decent loot in there and a semi-interesting boss. I think it's good to have a small amount of "faceless" content where you're never stuck in a rut trying to find the right group for TK6--just a dungeon you smash until you're tired of it.
Cairnsworth Hall and two similar spots in north Thestra, were part of the questline for summoning Karujin Gulgrethor in Trengal Keep. I only knew of one person who ever did it (by six-boxing) and the response was both the boss and the loot were very underwhelming compared to the quest.
Conlor Mines, I think that one is Hold of Intangibility. Had no quests I ever found, but was great to pug--decent loot in there and a semi-interesting boss. I think it's good to have a small amount of "faceless" content where you're never stuck in a rut trying to find the right group for TK6--just a dungeon you smash until you're tired of it.
Cairnsworth Hall and two similar spots in north Thestra, were part of the questline for summoning Karujin Gulgrethor in Trengal Keep. I only knew of one person who ever did it (by six-boxing) and the response was both the boss and the loot were very underwhelming compared to the quest.
Re: Thoughts on Isle of Dawn
I did the summoning of Karujin Gulgrethor. All I remember about it is that we got a heart that was supposed to continue the questline "at a later time", because the devs never finished it (kinda like Misthaven used to be).
I don't recall him dropping any loot, but this was sometime around release, so that was a really long time ago for me. It could be that the loot went to our groupmates instead if he did drop anything.
I don't recall him dropping any loot, but this was sometime around release, so that was a really long time ago for me. It could be that the loot went to our groupmates instead if he did drop anything.