1. #1
    Registered User \\Fényx//'s Avatar
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    Lightbulb Mob and Loot Distribution - A Proposal (

    Hi All,

    It's been a long time since I made a post in the brainport Anyway, with the fresh start on a new server, one thing has become apparent due to the amount of levelling teams around. Having to vary the places we hunt more often to find an area to quietly level or hunt for techs has shown how much of a disparity there are between the loot tables for each type of mob. This in turn basically makes the only viable way to grind for techs being fire mobs or level 3 DOY tunnels. There are so much more options for mobs then just these two, and one of those options (tunnels) is only really viable with a full team (or bending a few rules...)

    What happened to warbots and hoverbots, their loot is atrocious now, maybe 1 tech in 10-12 kills and most of them are 100/100+ in rank, yet majority of 76/76 doomreapers go down in 1/5 of the shots and drop a tech much more often.

    DOY bot MK2's etc, with their rank, and the fact you have to work to kill them as their mostly in teams themselves that aggro easily, their loot is also pathetic in comparison.

    Brutes, their spawn is so rare, yet always loved to hunt these... shame their another useless mob now...

    Overall, back in NC1, any mob that was 80/80+ had a chance of dropping a tech, the higher the mobs level, the higher the chance to drop multiple per mob.

    I would like to make the proposal that things are reverted back to this way. The only area where i dont think it is required would be regants, that place is already far and away the top place to go just for XP, dont make it a requirement to go there for techs too, either one or the other... cave mobs shouldnt drop techs imo as they are there for tecm levelling and grinding, thats what the boss is there for as a brucey bonus with the item they usually drop too.

    Boost the tech drop rates on Warbots/Hoverbots to something similar to the way they were. Put the warbot spawns back around MB and battledome and make it a bot hunting ground again.

    Increase the spawns of brutes around the mid map's desert area's, malstrond etc up towards the zones outside DOY as an alternative to firemobs. (as this is no longer a starting city there is no reason for those zones to be kept for lowbie levellers now...) This would mean reducing the incredibly stupid amount of useless DOY cybrogs and bots etc that just screws the mob spawns up in the majority of zones.

    Put Hoverbombers around the mountains around Techhaven and Foster, there are platforms there that used to be used for hunting these years ago, lets use those spots again, there is also very few tree's in those zones for these to get stuck in when they die, thus losing the opportunity to even hack and loot them ...

    Bring the Anarchy Breed to the table properly, populate them around crest and the eastern zones. there are alot more of them now then used to spawn in the wastelands, take this opportunity to give hunters something new and worthwhile to hunt, put some ringleaders in amongs the /60 /70 spawns that have say 90/90 ranks with a chance to drop techs too, or even say a small increase in faction symp per kill (Or adding missions for killing x number of them)

    Sandworms back in the northern deserts, around tescom and the surrounding zones, these were nice to hunt back in the day due to the terrain and the way things used to spawn up there, you had to be careful... now their such a rare spawn in amongst a shedload of arachnids, it just makes more sense saying feck it and heading a few zones south and hunting firemobs.

    Swamp mobs across the western zones, there are so many types there that are around the /40 range, its a nice area for levelling a lowbie i guess, but that never gets used that way as it is much more prolific levelling by other means... Introduce some mobs that have higher ranks and populate the area's around regants over to gravis with these, there are a few zones around there that have nothing too them other then a road going through, some dont even have that. Give people a reason to visit these zones and experience something new... The tentacle spawners for example, their already around the /75 mark, why not give them a boost, and get them to spawn a whole load of higher rank tentacles for the challenge. Unlike NC1, Poison armour is widely available now which means you can push these swamp mobs a little further in their levels.

    Variety is not a bad thing at all, the problem however is when something is that much better then everything else, it makes everything else redundant. That is how i see things now with firemobs vs everything else out there.
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  2. #2
    Xpertz William Antrim's Avatar
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    Love every idea.

    My only addition make doy like what regants is now. Another high end levelling place. Possibly have a third one in tech haven.
    "dulce et decorum est pro patria mori"

  3. #3
    Registered User \\Fényx//'s Avatar
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    Quote Originally Posted by William Antrim View Post
    Love every idea.

    My only addition make doy like what regants is now. Another high end levelling place. Possibly have a third one in tech haven.

    I dont think techhaven suits that idea at the moment, I would like to see it re used for the fallen angels to be honest. They dont have a HQ in the city, neither do TG, Both should be sent 'home' CM still start in the Military Base, so why did FA and TG get sent to NC ?

    as far as I am aware, there are plans for DOY already along those lines.

    Maybe making that unusable door in TH just around from the GR's link to a clone of the TH newbie cores with higher level turrents and spiderbots etc in them, that would be a nice change from the likes of CRP etc
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    Magneto Slotgod - Fenix-Res Researcher -

    I wish NC's soundtrack was a bit more like this ...

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    Also put some stuff into the Mainsewer. Would love to hunt techs down there.

  5. #5
    Registered User Disturbed21's Avatar
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    Yes, yes and YES! Having spent a good bit of the weekend killing hoverbots/bombers and Warbots, I completely agree with that, the drop rate is terrible. And the other suggestions, populating the zones with mobs that fit the area, that's just fantastic. The designs of those zones are perfect for certain mob spawns and it looks like the spawns just got a little "tweaked" over the years....

    While we are making suggestions, can something be done with the million Y troopers around the south eastern zones? Not sure if they are just in one zone or mutiple, c-11 maybe? I think that's the zone but don't think they drop anything so I've pretty much avoided them for years.

    Also, would love to see an MB style bunker building near Jeriko where the mutants/launchers spawn - would love for some fighting right outside the city gates! Hell, fill outzone station with them mutants if you want! Would love to see a big group of x/5's running through there just barely making it to the exit doors

  6. #6
    Bitter Old Fart Dribble Joy's Avatar
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    Wastelands mobs lvl 80 and over should drop techs, though not dungeon ones.

    The other question is positioning. I think the roads should in general be safe. Especially if TG were to be moved back to the canyon, getting out of that zone without hitting a firemob is near impossible.

    I'd also feel that mob difficulty should increase away from NC. I wouldn't have high level stuff too nearby. I'd also say that you should not be able to get techs within the city, certainly not on a meaningful farming degree. We need more reasons other than simple loot to get people moving around.
    Making missions and runs more integral to runner life and using them to get people going places will make the game world more 'real'.

  7. #7
    aka Ash Lipvig DER_julu's Avatar
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    i agree with everything being said, except for the swampmobs - honestly, just leave them there, if all the other things are put in, that would be one of the midlevel spots to level in the open...
    --|current characters: ray leftfield | ash lipvig |--
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    I agree with everything you wrote. This is the best suggestion on this subject yet. Very well thought out and written.

    Having DoY as a ruin where the maddest and wildest radioactive monsters live would be the icing on the cake maybe.

  9. #9
    Registered User \\Fényx//'s Avatar
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    Quote Originally Posted by Ivan Eres View Post
    I agree with everything you wrote. This is the best suggestion on this subject yet. Very well thought out and written.

    Having DoY as a ruin where the maddest and wildest radioactive monsters live would be the icing on the cake maybe.
    Personally seeing as its an abandoned city, i thought it would be a good setting for a mass invasion of anarchy breed squatters
    TITAN
    Fenyx Rifle Spy - Fenix PPU Monk -
    Draven HC Tank - Turkish Pistol PE -
    Magneto Slotgod - Fenix-Res Researcher -

    I wish NC's soundtrack was a bit more like this ...

    Xenocell's indiegogo fundraiser!, mmo fps-rts that ive worked on, check it out

  10. #10

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    I think adding a high-level grinding area to TH would be great since it's so unused now, it would give a reason for players to congregate there again and it has the best apartments and atmosphere in the game.

    I would also say that in conjunction with this mobs need to be sorely rebalanced along a smoother level and difficulty curve.

    Right now what is there to grind from say /20 or so when you can handle cyclops to the point at which you can handle fire mobs? Nothing, really. Almost any mobs in the 60/60 range will wipe the floor with you if you don't cheat like a bastard: graves, chaos caves, all of them have mobs that will drop a solo spy long before they can do any appreciable damage.

    This is where the temptation to exploit comes from, the fact you're treading water in cyclops hell for 40 levels.

  11. #11
    Final Boss of the Internet Kanedax's Avatar
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    Quote Originally Posted by Dribble Joy View Post
    Making missions and runs more integral to runner life and using them to get people going places will make the game world more 'real'.
    Hell, in line with this why not make a mission that can be done once per day that gives a part, only available to like /45 and up. It wouldn't be crazy abusable and you could utilize one of the under used areas for the mission.

  12. #12
    aka Ash Lipvig DER_julu's Avatar
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    Quote Originally Posted by dWintermut3 View Post
    I think adding a high-level grinding area to TH would be great since it's so unused now, it would give a reason for players to congregate there again and it has the best apartments and atmosphere in the game.

    I would also say that in conjunction with this mobs need to be sorely rebalanced along a smoother level and difficulty curve.

    Right now what is there to grind from say /20 or so when you can handle cyclops to the point at which you can handle fire mobs? Nothing, really. Almost any mobs in the 60/60 range will wipe the floor with you if you don't cheat like a bastard: graves, chaos caves, all of them have mobs that will drop a solo spy long before they can do any appreciable damage.

    This is where the temptation to exploit comes from, the fact you're treading water in cyclops hell for 40 levels.
    i tink those SHOULD be left to parties. i mean, the rest of the world is sloable, let people group if they want some caveaction...
    --|current characters: ray leftfield | ash lipvig |--
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  13. #13
    Registered User \\Fényx//'s Avatar
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    Quote Originally Posted by DER_julu View Post
    i tink those SHOULD be left to parties. i mean, the rest of the world is sloable, let people group if they want some caveaction...
    Glad im not the only one that thinks its daft a solo spy should be able to solo a cave.
    Put spies back in their place, as a long range sniper, a stealth&pistol impact attacker or tradeskiller, no more superdroners soloing the world please ... (Yes, i know i have a spy, and believe me, the speed ive levelled it at, solo, was sickening, and majority of that was as a rifle user)

    All caves should be a team experience, not somewhere you go solo, and just team to avoid soul light losses when you dont know how to control your own AOE. They should be places that, like they used to pre 2.2, all classes can make a contribution towards completion of them.
    TITAN
    Fenyx Rifle Spy - Fenix PPU Monk -
    Draven HC Tank - Turkish Pistol PE -
    Magneto Slotgod - Fenix-Res Researcher -

    I wish NC's soundtrack was a bit more like this ...

    Xenocell's indiegogo fundraiser!, mmo fps-rts that ive worked on, check it out

  14. #14
    Neocron Veteran Ascension's Avatar
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    Quote Originally Posted by \\Fényx// View Post
    Glad im not the only one that thinks its daft a solo spy should be able to solo a cave.
    Put spies back in their place, as a long range sniper, a stealth&pistol impact attacker or tradeskiller, no more superdroners soloing the world please ... (Yes, i know i have a spy, and believe me, the speed ive levelled it at, solo, was sickening, and majority of that was as a rifle user)

    All caves should be a team experience, not somewhere you go solo, and just team to avoid soul light losses when you dont know how to control your own AOE. They should be places that, like they used to pre 2.2, all classes can make a contribution towards completion of them.
    I couldn't agree more, I've never been to regents legacy before, but for saying its an end game dungeon, why can I walk to the boss room 9/10 without getting injured!? Granted you may bump into some sluggers and meet a gruesome end but often you can walk on by!

  15. #15
    Overpowered PE Satan2k2's Avatar
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    Yeah, more mobs on the way to the boss room!

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