mattari
New Member
- Joined
- Dec 16, 2018
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Some love and attention to FC and DS
As someone who has played DS/FC for a couple of years now, I think its time for some changes/improvements in order to bring some fresh air into these, often ignored mazes. The last time anything was done in these mazes was when Locke's Treasure Maps were added. At the time it increased the activity because of the new profit that could be made. Older and newer players banded together in order to obtain some of this new loot. I think its time to show some love to FC/DS again.
1. Random spawn points. Right now both FC and DS have 1 spawn point at dock. Whichever guild wins the first pk, pretty much has full control over the map. The advantages dock camping has are just too much and regaining control of dock is insanely hard can often only be done if the guild who lost the initial pk has more people. Once 1 side has control over dock they can have the following advantages:
- Alt characters already docked and ready to be used(extra seals/dps/buffs)
- Already buffed/potted at the start of any pk.
- Hinder regroups with the use of svs aswell as using svs to attack entry point.
This means that the losing has to fight an enemy who has these advantages while they have not. Not to mention all spawning on 1 spot that is easy to control. If there were multiple spawn areas, the camping would be way less severe and would give players a way to regroup inside and be able to get buffs and properly pot. A side who has less people on has a chance this way to enter and be able to do something.
It also moves the pk away from 1 area and the entire maze can be utilized. In the worst case scenenario portals will be camped but even then u still have the chance to atleast regroup and buff properly making it far less worse than dying in dock, buffless, half potted, on enemy abyss while half ur guild is already dead before u reach 2 inches away from shore.
I suggest a spawn at 5(current spawn point) and 7. In addition another spawnpoint at 1 would be viable aswell. 11 would be to close to the portal. You would still have to rush the same docking spot, making svs still usable but spawning random in inside at any of those spawn points(5-7-1).
Overall I think this gives any weaker side a change to atleast enter the maze and regroup and will motivate the opposing guild to go and try, instead of giving up.
2. Add Hat Gems to the main bosses.
In terms of loot FC/DS and DW have always been similair, with the exception of Kals and an extra ref(or even UG) from a 2nd boss. With the addition of Hat Gems, I feel like FC and DS are less interesting to join since the loot is much better in DW. If FC and DS had some better loot it might be more attractive for older players aswell as new players to farm, thus increasing the pk and activity of this maze. Hat Gems are still hard to get in DW and you barely(if not non-existent)see them on the market. Adding them in FC and DS might make it possible for more of these gems on the market.
It would also be good for new players. Guilds want to get these drops and start recruiting new people. New commers can easily make a FC or DS char since the level and equipment price is much lower. They can grow in these lower level mazes and then expand to high level if they choose to do so. The loot as it currently is, is quit low and FC/DS guilds usually dont recruit much because the total share is not that high. If the potential shares become higher, new players become less of a burden and more as an usefull addition to the team.
It doesn't necessarily have to be Hat Gems, just anything worth fighting over and drawing people in. In my opinion Hat Gems are not too of an overpowered item to get, yet they are quite expensive and sought after. There is also a lack of these gems in the market and this way there will be a few more without disturbing the balance.
3. lowering the gem cap. Though this is not something I personally want, I've heard people talking about lowering the gem cap in FC/DS in order to make it less hard for new people to join without a huge power inbalance. I can see why it would be less interesting for a new person to join a nicher maze while fighting opponents much stronger than them. I would like your guys opinion on this.
4. Add Locke's Treasure Map to b3 of ds3. This is less of a pressing issue but the other mini bosses in DS aswell as FC drop these maps. Only b3 of ds3 doesnt drop Locke's map. This boss is always skipped because if it and I think it was just simply forgotten to add a map there.
Let me know down below what you guys think.
As someone who has played DS/FC for a couple of years now, I think its time for some changes/improvements in order to bring some fresh air into these, often ignored mazes. The last time anything was done in these mazes was when Locke's Treasure Maps were added. At the time it increased the activity because of the new profit that could be made. Older and newer players banded together in order to obtain some of this new loot. I think its time to show some love to FC/DS again.
1. Random spawn points. Right now both FC and DS have 1 spawn point at dock. Whichever guild wins the first pk, pretty much has full control over the map. The advantages dock camping has are just too much and regaining control of dock is insanely hard can often only be done if the guild who lost the initial pk has more people. Once 1 side has control over dock they can have the following advantages:
- Alt characters already docked and ready to be used(extra seals/dps/buffs)
- Already buffed/potted at the start of any pk.
- Hinder regroups with the use of svs aswell as using svs to attack entry point.
This means that the losing has to fight an enemy who has these advantages while they have not. Not to mention all spawning on 1 spot that is easy to control. If there were multiple spawn areas, the camping would be way less severe and would give players a way to regroup inside and be able to get buffs and properly pot. A side who has less people on has a chance this way to enter and be able to do something.
It also moves the pk away from 1 area and the entire maze can be utilized. In the worst case scenenario portals will be camped but even then u still have the chance to atleast regroup and buff properly making it far less worse than dying in dock, buffless, half potted, on enemy abyss while half ur guild is already dead before u reach 2 inches away from shore.
I suggest a spawn at 5(current spawn point) and 7. In addition another spawnpoint at 1 would be viable aswell. 11 would be to close to the portal. You would still have to rush the same docking spot, making svs still usable but spawning random in inside at any of those spawn points(5-7-1).
Overall I think this gives any weaker side a change to atleast enter the maze and regroup and will motivate the opposing guild to go and try, instead of giving up.
2. Add Hat Gems to the main bosses.
In terms of loot FC/DS and DW have always been similair, with the exception of Kals and an extra ref(or even UG) from a 2nd boss. With the addition of Hat Gems, I feel like FC and DS are less interesting to join since the loot is much better in DW. If FC and DS had some better loot it might be more attractive for older players aswell as new players to farm, thus increasing the pk and activity of this maze. Hat Gems are still hard to get in DW and you barely(if not non-existent)see them on the market. Adding them in FC and DS might make it possible for more of these gems on the market.
It would also be good for new players. Guilds want to get these drops and start recruiting new people. New commers can easily make a FC or DS char since the level and equipment price is much lower. They can grow in these lower level mazes and then expand to high level if they choose to do so. The loot as it currently is, is quit low and FC/DS guilds usually dont recruit much because the total share is not that high. If the potential shares become higher, new players become less of a burden and more as an usefull addition to the team.
It doesn't necessarily have to be Hat Gems, just anything worth fighting over and drawing people in. In my opinion Hat Gems are not too of an overpowered item to get, yet they are quite expensive and sought after. There is also a lack of these gems in the market and this way there will be a few more without disturbing the balance.
3. lowering the gem cap. Though this is not something I personally want, I've heard people talking about lowering the gem cap in FC/DS in order to make it less hard for new people to join without a huge power inbalance. I can see why it would be less interesting for a new person to join a nicher maze while fighting opponents much stronger than them. I would like your guys opinion on this.
4. Add Locke's Treasure Map to b3 of ds3. This is less of a pressing issue but the other mini bosses in DS aswell as FC drop these maps. Only b3 of ds3 doesnt drop Locke's map. This boss is always skipped because if it and I think it was just simply forgotten to add a map there.
Let me know down below what you guys think.