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Dark Anchor Improvement

  • temjiu
    temjiu
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    I like the idea, but i also support the conditions people have mentioned.

    - Needs to scale to players. the WHOLE GAME could use a more effective scaling mechanic, mostly for the group instances and such, and the same mechanic could be used for the anchors.

    - Needs to be either phased (so if you didn't start the event, it doesn't impact your gameplay), or actually NOT impact gameplay. I should be able to get to my quest reward, and not die because im a hopeless solo player who just happened to aggro the 45+ Anchor mobs who were bored because no players showed up to fight them. Phasing is probably best option. you run into an area, and you get a notification "Warning! you are about to enter a phased Anchor event...do you want to contribute? YES/NO"

    - Loot idea is fantastic. Needs to be a bit more detailed though IMO. blues should be more common (the way blues drop nowadays you'd think Z was giving up their firstborn every time they give one out...), and it should work very similar to how open area contests worked in warhammer. (or events...can't remember the name). your reward ws based on your participation (healing, damage, or CC/aggro...not just DPS), and it needs to be scaled by involvement, NOT just mob kills. at the end, as everything falls apart, a big bag drops out of the explosion (or you find a chest inside the monument), and thats where your event rewards come from. not a mob loot (so just in case you didn't get a shot in on the final boss, you still get the rewards.

    Great idea though. very detailed, and one of many great ideas that I hope Z can take advantage of. Warhammer had a decent iteration of this concept (only played it a bit, but this was one of the things that stood out for me). They could take some notes from there.
  • Hexanon
    Hexanon
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    Interesting idea, but you haven't solved the biggest issue with Dark Anchors.

    Getting a group together to just complete the 'f%^&*(g thing once for VR points. You can spend a LOT of time in Zone:
    "Need more for Dolmen."
    "LFM Dolmen."
    "Dolmen xxx is up."

    Often after 30 minutes I will call it and resign myself to coming back later. Yes it can be doable with less people (3 or so) but thank goodness. Can you imagine the wait looking for 10 people? I would prefer them to be easier - mow them down. +xxx VR points and move on.

    The game is ALL about VR points and we need to find ways to make it easier not harder. If Dolmens get harder - Craglorn looks more interesting. At the moment I am still trying Cadwell's gold. By taking the Dolmen VR away it is 1 less reason to be there.
    Edited by Hexanon on June 30, 2014 5:47AM
  • Magdalina
    Magdalina
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    Rage_Frost wrote: »
    You probably haven't done many Anchors in the VR zones yet. talk about a crazy time. and it does take a group of people and by group more then 4 players
    Actually they scale. I duo-ed one just a few days ago - 2 vet 8 us in vet 8 zone, worked pretty well even though it spawned Storm Atronachs. "Pretty well" doesn't mean we didn't die, it just mean they died more=P

    But yeah...Anchors are no longer pushovers in vet, trust me;) They actually require a dedicated healer and some teamwork now.
    I wasn't actually sure if anchor buff is vet only or non-vet, too. Kinda thought that one might be all through the game, would make sense. Buffed anchors, unlike buffed trash, I actually enjoy.

    If anchors are still "4 ppl run in, swing weapons around, flash, done" in non-vet - yeah, buffing them might be a good thing, using either your idea(tho it's kinda...too major/epic:) I mean, lots of anchors are actually close to stuff, quest places and the like, infecting all that area with daedra may be overdoing it) or just good old vet anchor buff.
  • Merlin13KAGL
    Merlin13KAGL
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    Have to agree, something needs to be addded or adjusted...

    There is not real sense of urgency in closing the anchor... Nothing more-bad happens if it remains open...the exception to this being once the anchor pins are dropped and the final summon takes place.

    You shouldn't be able to leisurely walk about closing the pinions or not closing the pinions.

    I understand they do not wish (especially unattended) anchors to become too overwhelming (though they should be, to a certain extent...it's a friggin' express lane from Coldharbor, after all), but they should scale in quantity and quality based on the number of people present...

    Respawning anchor pins might be an alternative to this...

    Don't drop all five in an adequate timeframe, and the four minor's return.

    This would promote expeditious removal of the existing pins. Right now, there is no reason to rush.

    Not trying to create a farming situation, but something more challenging and necessarily bothersome than what it currently is.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Magdalina
    Magdalina
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    Have to agree, something needs to be addded or adjusted...

    There is not real sense of urgency in closing the anchor... Nothing more-bad happens if it remains open...the exception to this being once the anchor pins are dropped and the final summon takes place.

    You shouldn't be able to leisurely walk about closing the pinions or not closing the pinions.

    I understand they do not wish (especially unattended) anchors to become too overwhelming (though they should be, to a certain extent...it's a friggin' express lane from Coldharbor, after all), but they should scale in quantity and quality based on the number of people present...

    Respawning anchor pins might be an alternative to this...

    Don't drop all five in an adequate timeframe, and the four minor's return.

    This would promote expeditious removal of the existing pins. Right now, there is no reason to rush.

    Not trying to create a farming situation, but something more challenging and necessarily bothersome than what it currently is.

    They actually do that, to a point. Or at least in vet they do. Try duoing an anchor and then coming back to same anchor with like 5 people;P Trust me, the difference is...noticeable.
  • psychomike70
    psychomike70
    Soul Shriven
    It would be nice if they had a more last effect on the zone/world too. I loved the idea behind the Rifts in Rift...having a zone overrun for a few hours kinda sucked, but at the same time it the downfall if people didn't want to help stop the invasion.

    This is the one thing that I really don't like about Anchors....I am just supposed to believe that the daedra are just going to sit at one spot forever and never try to take over the area? If that is the case, it really throws the whole point of the main story out the window. Why even mess with Molag Bal then...he is just going to take over a 10x10 patch of the map....no real threat.
  • Artemiisia
    Artemiisia
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    LMAO damn thats gotta be the most extremly thought out idea I have seen to date

    GREAT WORK !!!

    Im all for this, would be freaking awesome, almost like a epic battle zone for sure instead :)
  • DragonCowboy
    DragonCowboy
    Soul Shriven
    Great idea and seen alot of suggestions to better this idea but I agree the lower level ones have to be made harder just to make it so people dont rush them in vet levels because they think oh dolmen go kill it quick mentality. love the fissure idea too but if I would add anything just do 4 fissures total and while they are up there is like a shield around the anchor so until you take fissures out you can't take the anchor.
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