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Goblins...

1a main gold problems

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#1 Gregory67

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Posted 20 February 2015 - 10:26 PM

So I was bored and started to kill goblins..

  • You got 71 gold pieces. (Archer) Also drops long bow which can sell for 500.
  • You got 101 gold pieces. (Warrior) Also Drops Short Sword which can sell for 80.
  • You got 7 gold pieces. (Goblin) Drops Goblin Shaman Potion. Not sure if that sells but heals you.
  • You got 154 gold pieces. (Elite) Also Drops Pike which sells for 800. Has self heals hits hard. Very low gold for it being a higher tier monster.
  • You got 159 gold pieces. (Shaman) Drops Goblin Shaman Potion.
     

These are fairly low in my eyes. Are goblins not supposed to be gold hoarding slime balls? I mean a leech/rat will drop more gold than a goblin. This is all from the Natura area with goblins and not to mention that the goblins themselves drop even less in Faravar in comparison to hp. Or maybe this is all me and I have a fabrication that goblins usually hoard all shiny objects!!!

 

Please let me know what you think.. Please Please Please try to stay on topic.. If you cannot I will be forced to lock topic and ask staff to only post as to yes this can happen and why it was so low before or no it cant happen and explain why if they would be so kind..


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#2 Terron

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Posted 21 February 2015 - 06:19 AM

the area needs to be larger i think,. the other goblin area should be made more useful aswell.  /shrug 

 

the gold is probably low to offset the free well, however the longbows, pikes,  shaman potions and short swords should sell in natura

 

sword 50

long bow 350

potion 125

pike 600

just my opinion


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#3 ice_cold

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Posted 21 February 2015 - 02:55 PM

The Goblin is probably fine as is, it's a low level monster and intended for characters level 10 and under (showing up in Nightmist Arena)

Goblin Elite seems to have a low gold drop due to it having a higher then average xp for the time (62), It could possibly get a bump but it seems okay to me as is.

Goblin Warrior was developed during a time when staff were saying 'less is better' and I think that's what happened here. Warrior could easily get a gold bump.


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#4 Gregory67

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Posted 22 February 2015 - 07:58 AM

The Goblin is probably fine as is, it's a low level monster and intended for characters level 10 and under (showing up in Nightmist Arena)

Goblin Elite seems to have a low gold drop due to it having a higher then average xp for the time (62), It could possibly get a bump but it seems okay to me as is.

Goblin Warrior was developed during a time when staff were saying 'less is better' and I think that's what happened here. Warrior could easily get a gold bump.

Okay so I forgot to mention I do like all my topics to be very constructive and less vague that is my fault.

 

Next, you said the goblin is fine as it is a low level monster and is intended for the Nightmist Arena. So your saying this mob can never be changed because it is tied to an arena with that said why wouldnt you replace the mob that doesnt appear in arena with a revamped one to better purpose its intended use without making it OP in the arena. Because we all know we dont want that.

 

Number 2: Goblin Elites were created in a time where 62 pod was high I can see this and understand that. As is this is just an annoying mob that is ktp and in the way getting to the boss. We as a 1a server have no reason to be like I wanna pk this mob. 

 

Number 3: "Goblin Warrior was developed during a time when staff were saying 'less is better' " Thank you for this I think 100 gold is pretty low for how mean this monster is :) 

 

Last thing I do have to say about your last statement. "developed during a time" <<< This time is not now. The time we are in is now so why wouldnt staff update that to relect it. Is the current staff limited to the effect he cannot edit older areas because another dev created it. Or do staff work against each other so if one wanted to make a small edit such as increasing gold he wouldnt be able to? Even is that said staff is no longer staff? That is why staff make continuous updates to improve certain regions. In any other game I play staff would list all hotfixes even if it was as small as increasing a mobs damage to decreasing its drop rate to let the people know hey we did this you should go test it out and give us feedback. I believe if alot of this is the case our current dev is being far to limited to what he can do to even help. If all he can do is make new areas, why not lock old ones up if it will just turn into an archive?

 

This was my rant I got a little off subject but hey Goblins for Pres!! :)


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#5 Gaddy

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Posted 23 February 2015 - 08:30 AM

A monster could drop more gold, but that doesn't mean it should. Changing them needs to be justified thoroughly because that needs to be balanced - leaving Goblins alone doesn't require re-balancing.

Most goblin types also spawn in Natura, where an open sauna existed - thus justifying lower gold due to not having to use mana or potions. If the sauna has been or can be removed, the gold should be reviewed. That's my opinion on balancing goblins.
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#6 Gregory67

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Posted 23 February 2015 - 04:35 PM

A monster could drop more gold, but that doesn't mean it should. Changing them needs to be justified thoroughly because that needs to be balanced - leaving Goblins alone doesn't require re-balancing.

Most goblin types also spawn in Natura, where an open sauna existed - thus justifying lower gold due to not having to use mana or potions. If the sauna has been or can be removed, the gold should be reviewed. That's my opinion on balancing goblins.

 

IMO a balanced area is used more often than just for bossing. Just a thought?


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#7 Terron

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Posted 23 February 2015 - 06:09 PM

area revamping would be awesome, I couldn't imagine having game-wide useful areas.

 

As far as Natura, the mobs die fast enough, the gold isn't totally horrible, and neither is the experience.

 

 It is rather impractical to sell the short swords and other drops when you have to leave the area to benefit. selling in Natura for reduced prices seems reasonable.

 

 I wouldn't mind another 30-40 mobs added to the north-western part as its also impractical to use an area for 2 minutes and be forced to kill ktp stacks deeper towards boss.

 

 

And the faravar goblin encampment area is a joke.  

The mobs have so many hps a party is required, and each one is nearly like a miniboss...

being as its one of the very few shady areas ingame, seems like it could be adjusted to be useable.


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#8 Gregory67

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Posted 27 February 2015 - 01:08 AM

I was wondering if any of this is being considered thank you! :)


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#9 Gaddy

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Posted 27 February 2015 - 06:13 PM

No, changes are not really being considered at this point. Both advisors provided feedback explaining why the area/monsters are setup currently, and neither of us think much of your quips back.

Rather than a balance recommendation, you just want the monsters' exp and gold raised. That isn't the way to get changes implemented or strongly considered. We would be stuck needing to make every area ideal - that's not the setup.
Some areas are good gold. Some high EXP. Some combine both but are harder. Some areas are easy and/or convenient - Natura is an easy, convenient area. It's not balanced to throw exp and gold into an area with a sauna.


Note that there are no other players supporting the change, except agreement that Faravar's goblins are even worse relative to Natura / Gnoll Encampment.
So no, this has not garnered support or strong consideration.
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#10 Gregory67

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Posted 28 February 2015 - 05:06 AM

Gaddy, Thank you.

 

This will more than likely be my last suggestion. I wanted to provide feed back from the 1a server which you do not play and could not possibly understand a thing that we go through but hey your the adviser and I shall obey your rule.

 

If say someone wants more of my ideas they can post for me or I can talk to Stig.

 

I do however want to thank Stig for making items shop sellable in natura and adding in more spawns. I am glad someone liked mine and piddys idea to make an area, small at that better in one form or another.

 

Please try to keep in mind Gaddy that most areas were ported over from the multi server with multi crits in mind. All I want is a bit of a revamp to make more things viable for individuals who like to train in new areas on a daily basis and not hit the same mob till they are 40 for example Vampire bats :)

 

Also I would have had any quips back at either adviser had they provided some constructive criticism. If I remember right your post and dannys post say yay nay not you could do this? If this was posted on the improvements section should it be considered with proper minds?

 

I am done with this rant I hate stubborn people who are so set in a certain way they cannot think outside the cube properly.


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#11 Gaddy

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Posted 01 March 2015 - 08:20 PM

I provided two points of constructive feedback, in my opinion:
1. The sauna in Natura balances the medium gold and mediocre EXP. How are you factoring that into this improvement?
2. The post made is too vague and doesn't make substantial justification for increasing gold/EXP.
e.g. - Comparison to similar monsters/areas or explanation of actual balance


You ignored that constructive feedback about balance because it doesn't support your idea.

So I've tried to be straightforward about the lack of movement forward. I didn't say that nothing can be done. I said you are ignoring feedback to avoid addressing the challenges against increasing gold and EXP, and that isn't providing support to the proposal.
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#12 Gaddy

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Posted 04 March 2015 - 02:42 AM

This topic was locked. I do not know why; so I have unlocked it.


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#13 Gregory67

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Posted 04 March 2015 - 03:26 AM

Thank you but no thank you.. The discussion was clearly over thus why it was locked.. I will now relock it again.


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