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The Party Composition and Treasure Room Dilemma


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#1
Hiero_Glyph

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So we all (mostly) agree that requiring one of each class to open every treasure room is an artificial requirement that can potentially hinder the fun of building a party. So why not add consumables that can allow a player to open another class' treasure door? To open the Warrior's treasure room a Satchel Charge could be placed. To open the Rogue's treasure room an Acid Flask could be utilized. And lastly, to open a Mage's treasure room a Disenchantment Potion could be used.

Each of these consumables would fill up a potion slot so using them would handicap the player slightly. Also, each would be limited to 3, just like potions, so you could still potentially miss treasure rooms during a run. This means that if a party of 4 players wants to all run Mages then they could still open the treasure rooms for Warriors and Rogues, they would just have to allot inventory space to carry these items. Also, multiple memebers would need to carry them in order to maximize the chances of opening every treasure room.

Thoughts?
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#2
Mofojokers

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So we all (mostly) agree that requiring one of each class to open every treasure room is an artificial requirement that can potentially hinder the fun of building a party. So why not add consumables that can allow a player to open another class' treasure door? To open the Warrior's treasure room a Satchel Charge could be placed. To open the Rogue's treasure room an Acid Flask could be utilized. And lastly, to open a Mage's treasure room a Disenchantment Potion could be used.

Each of these consumables would fill up a potion slot so using them would handicap the player slightly. Also, each would be limited to 3, just like potions, so you could still potentially miss treasure rooms during a run. This means that if a party of 4 players wants to all run Mages then they could still open the treasure rooms for Warriors and Rogues, they would just have to allot inventory space to carry these items. Also, multiple memebers would need to carry them in order to maximize the chances of opening every treasure room.

Thoughts?



You are not alone massive amounts of people agree with you and you may want to look at this thread.

http://forum.bioware...8#entry18348846

#3
Bocochoco

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How about this bit of info
The most productive way to play is to find a group that can by ignoring doors finish threatenings in 8-10 minutes (quite easy)
If you get all of the rooms it adds up to about 7minutes and you earn 1/3 the gold from a complete run
The chests are NEVER good
Let me repeat that
The chests are NEVER good
Ever
So just skip the rooms that don't give free chests and you will earn gold faster
"It's the economy stupid"
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#4
Kintosi

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I like this! An excellent idea. There are precedents for this type of thing in other games. I.E. in SWTOR's Athiss flashpoint a satchel charge or a crafting skill can advance the party. In Valve's "Alien Swarm" a non-technician character could carry a welding torch to open/close doors at a slower rate. In "Killing floor" all classes can open and seal doors against the Zeds but not nearly as well as a support specialist. Consumables would be a great balance, especially if a crate similar to the health potions crate was introduced. It would even have a low platinum cost, adding revenue to the game. 



#5
Bocochoco

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I meant to add in my first post that I do like this idea
I just stopped actually going into rooms unless I'm with a team who can do whatever they want without fear

#6
simpatikool

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I stopped worrying about doors, though if I am with a group that wants to do em, I go along. I just wish there was more to the mode anymore. Just doing the run itself has gotten boring


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#7
SicMirx

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I'm like that, too. I'll state occasionally that I don't care about doors and just go for completions. I get lots of hate mail for being a noob not knowing about the doors. Oh I know, I just don't care.

#8
Beerfish

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BioWares, forced tactic of having a much larger chance of a door for classes you do not have in a group is cheap and unnecessary.  That is how I would fix it, remove that cheap dynamic.



#9
akots1

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... The chests are NEVER good ...

I just got a belt of superb spirit resistance from a chest in a room on routine.

 

Also, if you have all items you want please at least have a courtesy of waiting before running off to next zone. Otherwise, please quit or play with friends.


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#10
stysiaq

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BioWares, forced tactic of having a much larger chance of a door for classes you do not have in a group is cheap and unnecessary.  That is how I would fix it, remove that cheap dynamic.

 

I used to believe in this as well, but lately, I'm not so sure anymore. We ran all warriors and there were still a plenty warrior doors to open.



#11
stysiaq

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How about this bit of info
The most productive way to play is to find a group that can by ignoring doors finish threatenings in 8-10 minutes (quite easy)
If you get all of the rooms it adds up to about 7minutes and you earn 1/3 the gold from a complete run
The chests are NEVER good
Let me repeat that
The chests are NEVER good
Ever
So just skip the rooms that don't give free chests and you will earn gold faster
"It's the economy stupid"

 

Well, I believe you, but as I play mostly public games I don't think this approach is doable.



#12
Bocochoco

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I just got a belt of superb spirit resistance from a chest in a room on routine.
 
Also, if you have all items you want please at least have a courtesy of waiting before running off to next zone. Otherwise, please quit or play with friends.


Agreed!
I won't do completion runs without 100% consensus
I rarely play matches where there is no mic involved so I can't speak for those guys. Typically if I hear "come here!" Spammed in a PUG I know and tag along

#13
Medallian

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The pointless Ness of opening chests is mind bogoling... the easiest no point t to it it slows everything down and actually hinders gold acquirement....yes yes I sound crazy... It's totally counter-intuitive. But the answer is simple... after over 800 hours of play and we'll over a million gold collected. It comes down to a simple truth... experience and gold per hour. For this I will be talking about threatening difficulty for gold and threatening vs perilous for exp... so hold on to your pants cuz the truths about to get crazy...!!!

#14
akots1

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But the answer is simple... after over 800 hours of play ...

The game was released on November 18/19. Today is January 12. One day has 24 hours. I have some questions as to whether you actually slept, ate, or took shower. In the last 53 days. :rolleyes:


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#15
Medallian

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Also would like to comment I am ranked 4 on xbox one leader board if that holds any wieght as to how much I have played. OK down to the nitty gritty.

Normally new players average about 20-30 minutes a match this is counting load screens and lobby time. So say you do 2 games an hour your new going over skills in the lobby doing 15 20 minute runs getting every door you gross 900-1100 gold per run all doors and pots collected. Your happy with your pay out..but the truth is you ha email taken a major loss ... say now you skip all doors and cut your time to 10 minutes or less with load times and lobby included...yes it's possible my fastest run is 8 min 12 sec including load screens and lobby... what we see here is I am doing about 3 times more runs I will gain 300-500 gold per run 700 if I skip garden doors and get immediate pots with experienced group... here is the break down.

2 matches 30 a. Piece pay out per 1100 gold that's 2200 an hour
Vs
6 matches 10 min a piece 500 gold per that's 300 gold

That's 800 gold gained for skipping doors...the other benefits are ..the destruction doc right now has door glitches it's nice to save a boss chest to wipe at... some times you get a good pug group pug being pick up group and this glitch could break up that party... also if your struggling with a difficulty and you get boss door you can wipe it also splits up your team potentially . These are why skipping g doors are far more efficient I mean more. Gold 3 times exp... no one in the top 10 picks up chest or gold ...just simmer on that
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#16
Aegore

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How about this bit of info
The most productive way to play is to find a group that can by ignoring doors finish threatenings in 8-10 minutes (quite easy)
If you get all of the rooms it adds up to about 7minutes and you earn 1/3 the gold from a complete run
The chests are NEVER good
Let me repeat that
The chests are NEVER good
Ever
So just skip the rooms that don't give free chests and you will earn gold faster
"It's the economy stupid"

 

Not sure where you get this info from. Best way is obviously to do the extra rooms for the chests to get extra gold and loot. There is many times I get rare items and even unique items from doing the extra rooms for the treasure. Unique items are usually good so how can the chests never be good?


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#17
DrKilledbyDeath

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The game was released on November 18/19. Today is January 12. One day has 24 hours. I have some questions as to whether you actually slept, ate, or took shower. In the last 53 days. :rolleyes:

Yea that is ***ed. I never ever feel bad about my play time when I see the gaudy numbers on these forums.



#18
SpaceV3gan

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Great idea. Now only if Bioware employees were as ingenious as we are...

#19
Aegore

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Also would like to comment I am ranked 4 on xbox one leader board if that holds any wieght as to how much I have played. OK down to the nitty gritty.

Normally new players average about 20-30 minutes a match this is counting load screens and lobby time. So say you do 2 games an hour your new going over skills in the lobby doing 15 20 minute runs getting every door you gross 900-1100 gold per run all doors and pots collected. Your happy with your pay out..but the truth is you ha email taken a major loss ... say now you skip all doors and cut your time to 10 minutes or less with load times and lobby included...yes it's possible my fastest run is 8 min 12 sec including load screens and lobby... what we see here is I am doing about 3 times more runs I will gain 300-500 gold per run 700 if I skip garden doors and get immediate pots with experienced group... here is the break down.

2 matches 30 a. Piece pay out per 1100 gold that's 2200 an hour
Vs
6 matches 10 min a piece 500 gold per that's 300 gold

That's 800 gold gained for skipping doors...the other benefits are ..the destruction doc right now has door glitches it's nice to save a boss chest to wipe at... some times you get a good pug group pug being pick up group and this glitch could break up that party... also if your struggling with a difficulty and you get boss door you can wipe it also splits up your team potentially . These are why skipping g doors are far more efficient I mean more. Gold 3 times exp... no one in the top 10 picks up chest or gold ...just simmer on that

 

Skipping doors arent more efficient when the chests are dropping rare and unique items. If you have every unique item you can still salvage them for materials. Also if you have a good group speed running the games you will most likely be coordinated enough where 2 people can clear treasure rooms while the other 2 keep moving forward to keep up the speed. By doing it this way you can still complete each game in 10-15 mins and you'd be getting the max amount of materials and gold per match in the most efficient way.


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#20
Beerfish

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The pointless Ness of opening chests is mind bogoling... the easiest no point t to it it slows everything down and actually hinders gold acquirement....yes yes I sound crazy... It's totally counter-intuitive. But the answer is simple... after over 800 hours of play and we'll over a million gold collected. It comes down to a simple truth... experience and gold per hour. For this I will be talking about threatening difficulty for gold and threatening vs perilous for exp... so hold on to your pants cuz the truths about to get crazy...!!!

I do not believe your point actually.  A well oiled team moving efficiently can get through a game fast and reap a lot of gold.  I would have to see some very definite data to believe that just getting through games in which the fail rate (as in disconnects, key bugs etc)  is about 30% anyway.  How much time is added to a game and how much gold is acquired is the key point.



#21
Aegore

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I do not believe your point actually.  A well oiled team moving efficiently can get through a game fast and reap a lot of gold.  I would have to see some very definite data to believe that just getting through games in which the fail rate (as in disconnects, key bugs etc)  is about 30% anyway.  How much time is added to a game and how much gold is acquired is the key point.

 

By doing it this way you'd also be missing out on a lot of materials and gold. A lot of treasure chests drop rare and unique items too!



#22
Beerfish

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no one in the top 10 picks up chest or gold ...just simmer on that

Not surprising because the need for quick exp is way way way higher than gold to up a players rank.  I wouldn't be upset about 'speed runs' if the player declares before hand he is speed running and leave the lobby if you don't like it.  Just about the worst scenario is if you have one speed runner and the rest of the group is farming gold. 


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#23
DrKilledbyDeath

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Not surprising because the need for quick exp is way way way higher than gold to up a players rank.  I wouldn't be upset about 'speed runs' if the player declares before hand he is speed running and leave the lobby if you don't like it.  Just about the worst scenario is if you have one speed runner and the rest of the group is farming gold. 

This. Why should a group suffer because one guy has unique 20+ weapons and HOK rings, and we haven't been that lucky



#24
Rolenka

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Nah. I like the feeling of being the only one who can help out and open a door for the party. Maybe if the items were rare, but then they wouldn't be worthwhile.



#25
Medallian

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Ok so I read you replies the reason chest are worthless... and I do think they need to fix this ... you will never get an item over lvl 16 weather it be white blue or purple.... and if you say you di,d well your that 1 out of 10,000 factoring in the odds with vs the speed run its just not worth it when you get money and can buy chest which do give you over item lvl 16 items...as far as my times I explained I timed my groups runs ...we played for o et r 12 hours and we tested and confirmed many theories and questions we had using the scientific method.. seeing as the is so much conjecture and hypothesis ...and stuff put out as fact with out any real basis ... but if you really don't believe me my xboxone gamer tag is MedallianX and I invite you to play with me and see for your self ^^