Ok, checked the other spawn. It's very easy to pull the garg without aggroing the other mobs. If the goal was to make this more challenging, you'll have to figure out how to get the "guard" mobs to aggro when the main one does.
You get the extra loot from completing the daily tasks for the mob and its minions Each mob thats now a group mob has a kill 5 daily, the minions have a kill 50 daily and a kill 100 daily Example for the updated Gargantua on Cairn for Groups Arthain Hunchback Kill 50 - 3000 Meditation Points - 2 Gargantua Horn, Veilron Chest Key (Chance of 1x Leenspar Chest Key) Arthain- Kill 100 - 4000 Meditation Points - 3 Gargantua Horn, Treasure Map (Chance of 1x Phial of Dexertity) Gargantua - Kill 5 - 4000 Meditation Points - 5 Gargantua Horn, Neithal Chest Key (Chance of 1x Obsidian) Each of the group mobs has dailys in this fashion. Remeber shared kill credit is fixed. So if your group kills the Gargantua 5 times and completes the minon dailies you will EACH get 10 Gargantua Horn PLUS a split of the Gargantua Horn that dropped from the 5 kills. It dosnt matter if the group size is 20 as long as you each get the kill credit you each get a Minimunn of 10 Gargantua Horn EACH.
I take it that by phasing out the cotton and rawhides, you're officially dropping the plans to at some point introduce new armors?
It doesn't. You're implying that you need those holdings to farm those spawns. You don't. No location has any value as long as I have a personal teleportation chamber to anywhere in the world on my paperdoll.
Well... yeah we said that when u first put them in. Why would you want people farming the mats for the new armor before they are even craftable in game? People will just slowly bulk up on them and power through the new armor content the first day it's released/ unlocked, instead of it being a big event/ hotspot
It was a mistake yes however at the time we anticipated it to be a quick turnaround on the armours but due to some issues that got ironed out later the armours were heavily delayed. Eventually we decided to pull the armours from development to go in at a later date at a time. They will be going in alongside the combat changes planned for Embers of War.
You save a lot on teleportation costs over time and can bank nearby and call in reinforcements. It's definitely useful.
This took 2 hours to complete due to PvP, bugs, and REALLY awful spawn rates: Completely missed the mark. I'd: - Look into fixing the bug that prevents quest credit on the first spawn wave of a mob spawn. - Reduce the severe RNG in mixed spawns where mobs needed for quest progression can sometimes simply barely spawn. In this case Arthain Hunchback and Fire Giants (especially the latter) were huge time sinks just waiting for them to respawn instead of other mobs in the spawn taking their place. - Improve the minimum loot from these quests. A small map, really? At least make it a medium map with a guaranteed Q4 or Q5 gem. - The daily task kill requirements are far too high, you do not get to complete them on the same run as the daily quest, and additionally, the daily quests and daily tasks are on completely separate cooldowns.
u guys need to add more spec like destro, can be a 10% buff to elemental magic but block necro and arcane. Elemental spec u can even add a healer spec ( 20% more healing -20 % melee damage -20% magic damage )
Hardly worth a 500k zergdown. Can call in reinforcements from anywhere on the map, can bank anywhere you recall. It's very easy to come across someone farming and just sit and watch him while you port in 10 people right next to him. Banks and calling in reinforcements are useless when you're already dead to a zerg. Living out of a specific holding is actually a negative thing in this era of DF since all it does is put a big sign on the map that says: "mark a rune and come harass us here" or "we farm things around here" putting yourself at risk of gank during farm. Back when I was playing the first thing I did when people logged in or joined up was made sure they had a rune directly to Kholesh and directly to Calfardar, directly to midmap and directly to champions. Feel like I've talked about this before but it just goes right over peoples heads. You guys just don't get it.
Also chaos cities are a thing, I haven't bound to a player holding my entire time on this game lol. If grind was still here I may want to live close to a specific spawn. I can't believe they're removing the rare materials and giving up on new armors for now, what a let down. What small interest I had left for this development is mostly gone now... Maybe next year?
This shit blows my mind Andrew. You purchase the game license and get everyone super hyped to play Darkfall again. You promise you'll focus on content and not touch combat. What do you do? Put the game in alpha and beta for months but don't change anything. Rush to release the server and then instantly you let kilrain and destelock completely fuck over combat meanwhile they say "we can easily revert any changes to combat we make guys!" Over a YEAR later we finally get a decent revert to combat (definitely not a 100% revert yet) and you say you'll focus on content now. We get dyed armor and metalkon decides to rename mobs and shuffle them on the map 3x in a row and says "go explore the new mobs guys! (exact same mobs but different names) fun new content boiz."