TOPIC: MO bottleneck
POSTED BY: Pure fire x2
POSTED ON: Feb 9, 05:33:32 PM
VIEWS: 216
With an influx in players coming to MO, the game has become bottlenecked for a lot of us. With Zeus being one of the only real ways to get gear EXP, it is a constant fight for some clicks against him. Especially now that 75b has been handed out to 40 players, with at least 20 of them being 99 and grinding for Mo and all the others that will make it there soon enough.
A suggestion i had made to Firestream was that it is time for zeus to get a boost. The boost would be of the following:
T1 - 40m
T2 - 60m
T3 - 80m
T4 - 100m
T5 - 200m - enraged bike and berserker charms cannot be used
-the reason for removing the use of enrage bike/charms is due to the fact, no one can tank a t5 enraged zeus. It then sits there holding up a spawn spot while we wait for it to come back and continue killing it. It holds up gains and gets quite aggravating.
This is a way to combat littering the Throne room with a ton more zeus while allowing us to continue battling more.
I discussed further with Forcepath and came to another conclusion. The bottleneck is also happening in the throne room itself. Once you get to the TR, theres almost no reason to leave other then chests and kill missions.. a solution would be, in each area of MO, there is a different god just like zeus, with their minions (3 more gods) to open up the spread of EXP, lower the chances for bottlenecking in one area, and give a reason to go to other places.
Each god could have their own special shard drops like the zeus shards that could be used for something else, which I think forcepath had a great idea of a use for them.
I'd like further discussion on this in Hope's that we can reach a conclusion to help the problem.
POSTED BY: Pure fire x2
POSTED ON: Feb 9, 05:33:32 PM
VIEWS: 216
With an influx in players coming to MO, the game has become bottlenecked for a lot of us. With Zeus being one of the only real ways to get gear EXP, it is a constant fight for some clicks against him. Especially now that 75b has been handed out to 40 players, with at least 20 of them being 99 and grinding for Mo and all the others that will make it there soon enough.
A suggestion i had made to Firestream was that it is time for zeus to get a boost. The boost would be of the following:
T1 - 40m
T2 - 60m
T3 - 80m
T4 - 100m
T5 - 200m - enraged bike and berserker charms cannot be used
-the reason for removing the use of enrage bike/charms is due to the fact, no one can tank a t5 enraged zeus. It then sits there holding up a spawn spot while we wait for it to come back and continue killing it. It holds up gains and gets quite aggravating.
This is a way to combat littering the Throne room with a ton more zeus while allowing us to continue battling more.
I discussed further with Forcepath and came to another conclusion. The bottleneck is also happening in the throne room itself. Once you get to the TR, theres almost no reason to leave other then chests and kill missions.. a solution would be, in each area of MO, there is a different god just like zeus, with their minions (3 more gods) to open up the spread of EXP, lower the chances for bottlenecking in one area, and give a reason to go to other places.
Each god could have their own special shard drops like the zeus shards that could be used for something else, which I think forcepath had a great idea of a use for them.
I'd like further discussion on this in Hope's that we can reach a conclusion to help the problem.
Replies
[Feb 9, 05:41:07 PM]
Forcepath says:
I have two suggestions I'd like to float here, and I support the idea of new gods with new collectibles, but my concern was that if the shards are good or useful, expect the Gods to be camped by GT players and we will again struggle with gains because of the discrepancy of power levels.
Personally, my two favorite ideas are as follows:
1) Make throne room have less Zeus, but once a player acquires a certain number of Shards of Zeus, unlock the Ascended Throne Room where there is one "boss" Zeus, and Shadow Clones of Zeus that do not drop shards (to keep shard counts low), but all the clones give XP like a normal Zeus. This would allow newer players to battle Zeus without dealing with some of the more aggressive farmers, and get accustomed to the grind, and allow non AP players to have a zone to battle and play their way.
2) Make Throne room have 1 zeus, and the rest be shadow clones. Giving this area more of an endgame boss battle feel. This keeps shards of zeus from becoming too farmable, and is probably easier to implement.
Regardless, I don't think more HP on Zeus is the correct play, because it nerfs enrage farmers and hurts anyone that dies to zeus because they may take a very long time to respawn, depending on who is in TR at the time.
Just some quick thoughts on the matter.
I have two suggestions I'd like to float here, and I support the idea of new gods with new collectibles, but my concern was that if the shards are good or useful, expect the Gods to be camped by GT players and we will again struggle with gains because of the discrepancy of power levels.
Personally, my two favorite ideas are as follows:
1) Make throne room have less Zeus, but once a player acquires a certain number of Shards of Zeus, unlock the Ascended Throne Room where there is one "boss" Zeus, and Shadow Clones of Zeus that do not drop shards (to keep shard counts low), but all the clones give XP like a normal Zeus. This would allow newer players to battle Zeus without dealing with some of the more aggressive farmers, and get accustomed to the grind, and allow non AP players to have a zone to battle and play their way.
2) Make Throne room have 1 zeus, and the rest be shadow clones. Giving this area more of an endgame boss battle feel. This keeps shards of zeus from becoming too farmable, and is probably easier to implement.
Regardless, I don't think more HP on Zeus is the correct play, because it nerfs enrage farmers and hurts anyone that dies to zeus because they may take a very long time to respawn, depending on who is in TR at the time.
Just some quick thoughts on the matter.
[Feb 9, 05:45:58 PM]
Forcepath says:
I also like the idea of having multiple MO zones be more relevant to progression!
Any implementation I've suggested or that Pure has suggested are great because they are on-theme with the game, without stretching story to break mechanics, etc.
I also like the idea of having multiple MO zones be more relevant to progression!
Any implementation I've suggested or that Pure has suggested are great because they are on-theme with the game, without stretching story to break mechanics, etc.
[Feb 9, 06:15:10 PM]
Bunnyz says:
Yea I still like the idea of having more rooms with additional Zeuses unlocked by having a certain # of Zeus Shards.
Yea I still like the idea of having more rooms with additional Zeuses unlocked by having a certain # of Zeus Shards.
[Feb 9, 06:18:33 PM]
Muse says:
Only have 1 Zeus in Throne Room soley for the purpose of acquring Shards of Zeus.
1000 Shards of Zeus reward triumph and also give access to Throne Room Abyss.
Throne Room Abyss contains many Shadow Zeuses which give slightly better XP than regular Zeus but don't drop Shards. Shadow versions of other MO enemies could also exist here and give slightly better XP than regular enemies on MO. These XP rates should be above MO rates, but lower than AP rates.
Only have 1 Zeus in Throne Room soley for the purpose of acquring Shards of Zeus.
1000 Shards of Zeus reward triumph and also give access to Throne Room Abyss.
Throne Room Abyss contains many Shadow Zeuses which give slightly better XP than regular Zeus but don't drop Shards. Shadow versions of other MO enemies could also exist here and give slightly better XP than regular enemies on MO. These XP rates should be above MO rates, but lower than AP rates.
[Feb 9, 06:25:12 PM]
Shred says:
I haven't read everything here, lots of words. Suggestions:
T5 Zeus spanks nearly everyone regardless of enrage. Removing the ability to enrage removes a viable use for cloaks, and high gains. I don't personally approve.
Raising the HP makes getting shards for the triumph harder than before.
1) Add to throne room the following variants: Keep normal Zeus x however many. Add X number of 'Angry Zeus,' which is always enraged no matter what. And X number of 'Timid Zeus,' always nullified no matter what. This provides options for both enrage focused players and non-enraged players.
2) Add a final zone. X shards to enter, Y LP, whatever. Room full of normal Zeus for those who have already suffered TR. MO is small anyway.
Note: Pretty much agree with the points above. Tried to say things not mentioned.
I haven't read everything here, lots of words. Suggestions:
T5 Zeus spanks nearly everyone regardless of enrage. Removing the ability to enrage removes a viable use for cloaks, and high gains. I don't personally approve.
Raising the HP makes getting shards for the triumph harder than before.
1) Add to throne room the following variants: Keep normal Zeus x however many. Add X number of 'Angry Zeus,' which is always enraged no matter what. And X number of 'Timid Zeus,' always nullified no matter what. This provides options for both enrage focused players and non-enraged players.
2) Add a final zone. X shards to enter, Y LP, whatever. Room full of normal Zeus for those who have already suffered TR. MO is small anyway.
Note: Pretty much agree with the points above. Tried to say things not mentioned.
[Feb 9, 07:14:21 PM]
Zurs says:
Love all the ideas given here. I dont know if this would work out, but what if we had Throne Room Zeus spawns based on number of players currently in Throne room:
Love all the ideas given here. I dont know if this would work out, but what if we had Throne Room Zeus spawns based on number of players currently in Throne room:
[Feb 9, 07:27:05 PM]
Forcepath says:
My biggest problem with Zeus scaling by number of people is that then it's a game of getting alts to TR to reach your desired amount of spawns - and really, whats the right number of zeus per person?
My biggest problem with Zeus scaling by number of people is that then it's a game of getting alts to TR to reach your desired amount of spawns - and really, whats the right number of zeus per person?
[Feb 9, 07:35:55 PM]
Tenfoo says:
I like all the ideas for solving this issue. I especially like the idea of their being 1 true Zeus, but adding other zones with a variety of ultra hard titans and gods. I don’t really have anything else to contribute, I think.
I like all the ideas for solving this issue. I especially like the idea of their being 1 true Zeus, but adding other zones with a variety of ultra hard titans and gods. I don’t really have anything else to contribute, I think.
[Feb 9, 08:10:15 PM]
NuII says:
I like the idea, I think it would definitely be helpful to have more HP on Zeus, although dying to one would make it harder to kill, there are times when the Throne Room is barren and you won't see a single Zeus for 10 minutes because you died to all and no one is clearing them... this would make it twice as hard to finish off Zeus' but I don't think that's the major issue. I like the idea behind multiple Gods or Shadows of Zeus but rather than doing this.... put GT players in their own instance, leave Zeus spawns as they are now, shard rates remain the same, and GT players can farm their hearts out on a different instance than the people trying to get to AP/GT. It would be the same as the 1-20,21-40,41-60,61-80,81-98, 99, but now add GT as the next tier. In terms of finding a solution to all of the new players at MO trying to grind to GT after the drach giveaway, I think that the Shadow Clones idea could be posed so long as GT players get their own instance. I think shards will become very valuable in the future, and people grinding to GT should have the ability to get these without any hinderance from other players (GT). Therefore Shadow Clones can pop up in the other areas no shards dropped for all the noobs with 20,40,60,80,100 health and then in Throne Room it could be 40,80,120,160,200 and have shards drop.
I like the idea, I think it would definitely be helpful to have more HP on Zeus, although dying to one would make it harder to kill, there are times when the Throne Room is barren and you won't see a single Zeus for 10 minutes because you died to all and no one is clearing them... this would make it twice as hard to finish off Zeus' but I don't think that's the major issue. I like the idea behind multiple Gods or Shadows of Zeus but rather than doing this.... put GT players in their own instance, leave Zeus spawns as they are now, shard rates remain the same, and GT players can farm their hearts out on a different instance than the people trying to get to AP/GT. It would be the same as the 1-20,21-40,41-60,61-80,81-98, 99, but now add GT as the next tier. In terms of finding a solution to all of the new players at MO trying to grind to GT after the drach giveaway, I think that the Shadow Clones idea could be posed so long as GT players get their own instance. I think shards will become very valuable in the future, and people grinding to GT should have the ability to get these without any hinderance from other players (GT). Therefore Shadow Clones can pop up in the other areas no shards dropped for all the noobs with 20,40,60,80,100 health and then in Throne Room it could be 40,80,120,160,200 and have shards drop.
[Feb 11, 02:13:42 PM]
Id says:
I really like the idea of adding new gods with their own perspective drops but it should be tied to killing Zeus at least once or after achieving a number of Shards which unlocks it.
I really like the idea of adding new gods with their own perspective drops but it should be tied to killing Zeus at least once or after achieving a number of Shards which unlocks it.
[Feb 11, 02:35:06 PM]
Athar says:
I think this could be solved by making the journey to AP a more stepped process. Right now, there are so many people grinding for it that they all get caught at MO grinding gear xp to make it to AP. If the process to get to AP was more stepped, not shorter, but marked by Milestones and points where you could move ahead, make actual visible progress. This would not only solve the MO bottleneck but it also keep a lot more people pushing and grinding once they hit MO.
A way to do this would be in one of two ways, or both.
1) As has been mentioned you could extend MO upwards, making it solely milestones in the gear xp grind that unlock new zones. This way as you progress you would have constant goals and you could leave Throne Room. These zones could be unlocked by gear xp or gear levels. The key would be that there wouldn't be any difference between the old TR and the new zones, so it wouldn't be easier for new players, just less congested.
2) You could bring the AP zones down. Yes it would seem like this would be lame for the people who grinded it the hard way but hear me out. Make each AP zone less drastically better than TR. Make more zones but make it a more stair stepped way up. The current grind is like one flight of stairs but each stair is 10 feet high, what I'm saying to do is make the steps more manageable but add more steps.
I don't know if any of those made sense but i feel like this would be the best solution to not only the MO bottleneck but the GT grind being ridiculous.
I think this could be solved by making the journey to AP a more stepped process. Right now, there are so many people grinding for it that they all get caught at MO grinding gear xp to make it to AP. If the process to get to AP was more stepped, not shorter, but marked by Milestones and points where you could move ahead, make actual visible progress. This would not only solve the MO bottleneck but it also keep a lot more people pushing and grinding once they hit MO.
A way to do this would be in one of two ways, or both.
1) As has been mentioned you could extend MO upwards, making it solely milestones in the gear xp grind that unlock new zones. This way as you progress you would have constant goals and you could leave Throne Room. These zones could be unlocked by gear xp or gear levels. The key would be that there wouldn't be any difference between the old TR and the new zones, so it wouldn't be easier for new players, just less congested.
2) You could bring the AP zones down. Yes it would seem like this would be lame for the people who grinded it the hard way but hear me out. Make each AP zone less drastically better than TR. Make more zones but make it a more stair stepped way up. The current grind is like one flight of stairs but each stair is 10 feet high, what I'm saying to do is make the steps more manageable but add more steps.
I don't know if any of those made sense but i feel like this would be the best solution to not only the MO bottleneck but the GT grind being ridiculous.
[Feb 27, 10:51:21 PM]
SpeedForce says:
My only thought regarding this situation is that I really like the concept that each area (certainly in Mount Olympus, but not just there) should be tweaked to be valuable.
I saw someone mention how useless The Consumed is the other day, and it's true, there are plenty of zones that are outright ignored if they don't have Titans tied to them.
Either making mobs scale by zone (rising in challenge by the amount of LP required per zone), or having Titans that are of equivalent difficulty tied to more zones or different ones, would help with more gated and linear progress than the jumps and exponential increases you see along the way.
Mount Olympus is a great example. Everyone grinds so they can get to the Throne Room, then they almost never leave. This isn't a criticism of that mindset, players play to the system they're given, and that is the most efficient option. So it should be tweaked so that there is more reason to leave the Throne Room, or alternative options so that it's not only Zeus that matters for farming, creating bottlenecks and zones that are wasted entirely.
I like the idea of 'lesser gods' in each Mount Olympus zone that drop their own shards, even if it's just another 1k Shards Chievemo or something, as it makes each zone a bit more varied and useful.
Anyway, carry on.
My only thought regarding this situation is that I really like the concept that each area (certainly in Mount Olympus, but not just there) should be tweaked to be valuable.
I saw someone mention how useless The Consumed is the other day, and it's true, there are plenty of zones that are outright ignored if they don't have Titans tied to them.
Either making mobs scale by zone (rising in challenge by the amount of LP required per zone), or having Titans that are of equivalent difficulty tied to more zones or different ones, would help with more gated and linear progress than the jumps and exponential increases you see along the way.
Mount Olympus is a great example. Everyone grinds so they can get to the Throne Room, then they almost never leave. This isn't a criticism of that mindset, players play to the system they're given, and that is the most efficient option. So it should be tweaked so that there is more reason to leave the Throne Room, or alternative options so that it's not only Zeus that matters for farming, creating bottlenecks and zones that are wasted entirely.
I like the idea of 'lesser gods' in each Mount Olympus zone that drop their own shards, even if it's just another 1k Shards Chievemo or something, as it makes each zone a bit more varied and useful.
Anyway, carry on.