zhazz wrote: ↑Fri Nov 13, 2020 4:05 am
Something to keep in mind, and I hope this has been considered, is that these change will increase traffic in appropriate areas. While not an issue in low level areas, due to primarily chest hunting in those, it can be an issue in the higher level areas, where some chests require a boss drop key to open. A drop that may be unavailable due to someone else having been there recently, and the boss has yet to respawn.
The above scenario has happened before, on several occasions prior to the changes, and it feels really bad to use consumables prior to entering a high level zone, only to find no boss, locked boss chests, and be left with only regular chests.
I approve of the changes though, as long as it doesn't force level 30 characters to only seek adventure in areas such as the Grey Peaks, Forest of Wyrms, or Balor/White Dragon.
The Serpent Hills, Nashkel Mines, Reaching Woods, and similar should be considered appropriate for level 30 characters in my opinion, to avoid the overcrowding described above.
Valid concerns zhazz, I'll try to give a few details to (hopefully) alleviate your concerns.
1. As Ged mentions, the penalties are relatively light at first and only become overly noticeable when you are pretty far below appropriate CR. Frankly, with the fact that chests have been corrected in (hopefully) all areas you likely won't notice any difference from today if for example your max level PC is in Yuan-Ti or maybe Nashkel for example. However, with CR appropriate toons the loot in those areas should actually be better.
2. While not an immediate improvement, at some point the server split will occur allowing for our wonderfully skilled Area Builders to create more content. It is well understood that more CR11-30 areas are needed, but the problem is certainly most readily apparent in low, mid and high epics. I would expect that, while builders are free to create the type of content they want to create, most will focus on the mid-to-high CR ranges once the split occurs.
3. Dungeons should be handled IC'ly so if you get to the Frost Giant King, and there is no King I'd recommend the RP be something about going looking for him. OOC this will allow the party to explore the rest of the Keep and by the time they get back the respawn timer will likely have reset. While this may require more consumables, my thought is that is the price you pay as an adventurer, but again this will hopefully be offset (and more) by chests in that area giving much better loot overall.
4. Obviously once it goes in staff will be testing ourselves and of course continue to monitor feedback from players. If adjustments are warranted, no one is opposed to making them.
Thanks for the feedback and hopefully this somewhat alleviates your concerns (and I'm sure you aren't the only one who has them!) Cheers!