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Night Market - Week One Notes

  • GloatingSwine
    GloatingSwine
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    spartaxoxo wrote: »
    Due to the small instance cap, you're better off joining a group through the finder instead of trying to run into one but other than that it works like what you would expect a temporary event zone to function like. You can join fights with people that you're not in a group with. There are independent quests. There are mini games that can be completed alone or with a group.

    This feels like the biggest pain point.

    It's group content with no matchmaking, so you have to use the group finder tool, but since most equivalent scale group content is either matchmade through dungeon finder or chat or concentrated on fixed locations so you can expect other people to show up nobody is used to using group finder. Still. It is still basically the worst way to find a group to do anything.

    But also it's group content with individualised progression, so if you missed the start of the content and, eg, don't have the artifacts because you had a few weeks away it now feels much harder to break in because everyone has them and nobody needs to do what you need to do to get them.

    What it really needs is more ways to move around the zones, and a way to see where activity in it is happening so you can go in as a solo player and see where other players are and get to them quickly so you can dynamically group.
  • SugaComa
    SugaComa
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    Thought I would share some of my findings as a solo and group player.

    1.Keys need to stack at least 3 minimum trying to help others but not having keys available makes it much harder.

    2. Solo content - I noticed if enemies haven't been killed in a while they appear to get stronger which means if you venture in at a time when the population is low you absolutely get hammered by even the lowest of the adds.

    3. Not all groups are equal ... By that I mean some groups running round aren't groups it's just solo players make safety in numbers a thing. We need to have skills work in proximity of solo or geouped in a zone like this

    4. Some quests are a pain to find propaganda being one .. the page isn't on the wall it floats in the air adjacent to the wall making it harder to see, these become the only thing solo player can do during low pop play times

    5. A tutorial on how to use companions would be a nice addition, often I use the L3+R3+LA to send them into a fight to draw the enemy away from the quest item I need. and L3+R3+block to call them back maybe we could pick a spot on the map and send companions off to draw more enemies obviously limited distance.

    6. Consistency with information faction of positioning.exanpme skirmishes listed top to bottom. Spear left to right when viewing them on the hud and in GUI, but the boss keys are not in the same order making it less visible of what you need spent 2 hours in the skittering looking for a boss that spawns in the patch cos of this

    Final point currency vault ... We need to be able to in and stand in our accumulated wealth not observe through bars making it feel as if it's been stolen from us and looked away to taunt us

  • SugaComa
    SugaComa
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    Just had a thought on keys ... Imagine running the whole thing a a trial ... Create a 12 man group split 4 per zone and collect keys, then you do the dungeon in that zone, that opens a portal to the trial coloured zones where you have carry your first ball to the center zone to all meet up ready for the trial to fully begin. Instead burning 3 flags at the start you place the three balls.
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