As i posted before in the siege set thread, the Hall of Abyss maps are still free for all and the droprates are still too high (imo).. Originally this is only for guild members owning the castle i believe.
Intended to be ffa here?
Jump to content
I was about to suggest disabling the cat for now, great; heres some addition about the abyss gate:
gld2_ maps (gld2_pay/gld2_prt/gld2_gef/gld2_ald) are free for all to warp at (should be abyss gate only i think) and the dropchance from treasure boxes together with the mobstrength (especially the bosses) should be adjusted i think.. its too easy imo.
Guild dungeon F2 maps (gld_dun01_2/gld_dun02_2/gld_dun03_2/gld_dun04_2) are missing in the grf file, when you try to warp there (from cat) the client crashes.
And not sure if its a bug or supposed to be like this (RMS data is different);
The prontera and aldebaran level 1 guild dungeon (from cat) spawn beside baphomet (prontera), and eddga (aldebaran), quite a load of other mvps including Lord Knight, High Wiz, Sinx, Kiel, Thanatos, Maya, Turtle General, LoD, Fallen Bishop..
the geffen and payon maps seem to be fine.
Well to be clear, the floor/level 1&2 guild dungeons can be ffa in renewal depending on the investment (therefore the custom mvp spawns should be removed here and moved to the new maps, i would not mind to exclude the cat and make it real ffa..), the hall of abyss dungeon maps (gld2_) instead are exclusive to the guilds owning a castle in the area hence the mapflags should not allow to use @warp to these which it still does.
Not fixed yet.
Originally these dungeons are also connected to the cat guild invest system and some other guild related dungeon maps, i do not think its a good idea to just ignore everything else and "leave it as bugged as it is/was" - give it some time, we don't even have a fixed woe schedule so far..
warp fixed; now lets think about how to handle it.. imo it all depends on the woe schedule, there should be 6 castles at least to cover up all guild dungeons - a different investment system (also first woe wise) could be attracting (eg if it was really worth to DEFEND an castle over the whole 1 or 2 hour, the other castle[s] would be almost free from that guild no? <- may attract new guilds..)
but there should be more castles open and the rewards for keeping the castle longer than one siege week should be higher, the other may be lowered to prevent massive mercenary luring done in the old "glory days" ...
Edited by dub, Yesterday, 02:59 PM.
0 members, 0 guests, 0 anonymous users