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View Full Version : Abyssea Pyxides limit



Didgist
05-22-2011, 12:29 AM
With Fenrir being well adjusted to using 1-2 characters to burn a very large amount of mobs, it has become apparent that there is a limit on how many boxes one zone can have at a time. Once a zone reaches a population of around 130, most of your mobs will stop producing boxes. As of recent, most zones have 200+ people in them during prime times.

I am noticing that a lot of players choose to forgo opening boxes due to already having time or just not wanting to open them, making it even harder to obtain your own boxes.

There are a few solutions to this but I'm not sure of how they would work.

1: Remove Blue pyxis and allow players to immediately receive their bonuses. The only downside is that people wouldn't be able to open their own Intense Light boxes, but I feel this would only be a minor drawback compared to not being able to burn. The same could be done for red pyxis in conjunction with giving players the ability to reduce certain lights.

2: Severely reduce the cost of Forbidden Keys. You could also introduce a Skeleton key type which could be used an infinite amount of times.

3: Lower the amount of time unopened boxes remain to be interacted with. While this is an unpopular idea, if people are not choosing to use the pyxis system for whatever reason it shouldn't hinder those who are. However, this seems difficult to implement.

The pyxis system in my opinion is awesome. It encourages me to invite lower level characters for keys and spread my knowledge of using a wide range of camps for this purpose. If this is simply a matter of increasing the amount of pyxis that would be great. From a programming perspective, the reason there is a limit on boxes is obvious and in my eyes would be difficult to work around. I will check back here and post ideas as they come up. Also any comments and/or additional ideas from fellow players are more than welcome.

Thank you kindly for reading.

RAIST
05-22-2011, 02:44 AM
It is an inherent flaw in the system that REALLY does need some tweaking though. Not sure if/how they could tweak it...even if it were somehow tied to PS2 support initially, there is likely an issue within the game engine itself because of the legacy code. At this point, it seems the only way to remedy it is with the players. While this angle looks like the best way to go, there could be some issues.

The problem with eliminating blue pixides, is they are also required for at least one quest--have to open a blue box manually to get a KI for the quest.

Adjusting the cost of keys might help a little, but it will only have a minimal impact--some players will simply ignore the red boxes at the same rate they do now (which is likely a larger part of the problem, the "no ruby"/"no ebon" crowds just let a lot of boxes rot).

Reducing the timer on the boxes could present a problem for some. I have been doing a lot of soloing lately (farmed my own feet last month, and skiling up weapons solo atm). Sometimes when you have additional mobs on you, you just barely make it into a chest in time before it depops with the current timer. A better option may be to change up the menus:

--after we peer into the contents, let us use a key on it while in the menu, that way we don't have to re-target it to open it. Yes, I know you can just pop a macro with the select target flag, but it is still a delay just the same. If we can just hit the down arrow to select "Open with a Forbidden Key" or "Attempt to Open", it will significantly streamline the process.

--give us an option to force the chest to depop. Word it however you like--Discard, Ignore and Discard--just something we can choose to make the chest immediately despawn (after a confirmation of course, so we don't accidentally toss a chest with someone's AF in it). This way the players can police the clutter a little more--those who don't want to open those 7 red chests from a round of cleaving can just depop them instead of waiting on the timeout.

Bulrogg
05-22-2011, 02:58 AM
--after we peer into the contents, let us use a key on it while in the menu, that way we don't have to re-target it to open it.

<Yes, please>


--give us an option to force the chest to depop. Word it however you like--Discard, Ignore and Discard--just something we can choose to make the chest immediately despawn (after a confirmation of course, so we don't accidentally toss a chest with someone's AF in it). This way the players can police the clutter a little more--those who don't want to open those 7 red chests from a round of cleaving can just depop them instead of waiting on the timeout.

That would be nice.

/offtopic: I always thought it was funny/odd that you could perform actions on the chests.

Baccanale
05-25-2011, 07:27 PM
Greetings, Didgist!
Thank you for posting your ideas for the Abyssea Pyxides limit. Since your comments are aimed to create solutions, instead of reporting a possible bug, I made sure to move the thread from "In-Game Bugs" to "Battle Content." I hope all goes well with your conversation with this thread, and I wish you the best of luck with your suggestions. Thanks again for your participation!

Didgist
05-27-2011, 04:39 AM
Thank you, Baccanale. I agree.

I am starting to blame large gold boxes with temporary items in them. It is impossible to get rid of these boxes even if you want to.

Nynja
05-27-2011, 07:19 AM
tbh, I think a "discard pyxis" would be an ideal solution.

Or, to piss off cleavers, lower the spawn time from 3 minutes to 1 minute :)

Alukat
05-27-2011, 08:12 AM
tbh, I think a "discard pyxis" would be an ideal solution.

Or, to piss off cleavers, lower the spawn time from 3 minutes to 1 minute :)

"discard pyxis" is a good idea.

had it often when i solo't trials in abyssea, that i had couple blue/gold chest unopened because there were temps which i already had in it. same with KI's.
red pyxies i mostly open just azure/gold/amber/pearl light and the rest remains unpoped as well.

i dislike the reduced time limit on pyxis.

Kristal
05-27-2011, 05:54 PM
I got two ideas:
1. Add an option to all chests to distribute the contends immediately, similar to regular gold chests containing tradable loot.
* Temp items would be assigned to a random party member. (Within exp range?)
* Temp key items would be assigned to a random party member not holding that same temp key item. (Within exp range?)
* Augmented items would be assigned to a random party member. (Within exp range?)

2. Reduce chest despawn time. The more chests 'active', the faster they despawn.
** When there are 25 chests in zone, time on new chests is reduced to 150 seconds.
** When there are 50 chests in zone, time on new chests is reduced to 120 seconds.
** When there are 75 chests in zone, time on new chests is reduced to 90 seconds.
** When there are 100 chests in zone, time on new chests is reduced to 60 seconds.
These numbers are only an example.

RAIST
05-28-2011, 02:16 AM
reducing despawn times will cause a far bigger problem than they fix--can just see it now, threads of complaints abbout them disappearing before they can get the items out of them.

We need a faster means of getting rid of them ourselves--either a better method of getting the contents out (like those distribution ideas for the R/E stuff and KI, good stuff) or manually discarding the chests we don't want.

Jackastheripper
05-28-2011, 04:20 AM
Giving us an option to despawn it ourselves, I think, would be the best option and doesn't seem like it would take to much to add.

darkvision
05-28-2011, 09:10 PM
* Temp key items would be assigned to a random party member not holding that same temp key item. (Within exp range?)


2. Reduce chest despawn time. The more chests 'active', the faster they despawn.
** When there are 25 chests in zone, time on new chests is reduced to 150 seconds.
** When there are 50 chests in zone, time on new chests is reduced to 120 seconds.
** When there are 75 chests in zone, time on new chests is reduced to 90 seconds.
** When there are 100 chests in zone, time on new chests is reduced to 60 seconds.
These numbers are only an example.

i say no to these, only ecause if i am gathering KI for me personally with 17 other friends then i want to choose who holds them, and i choose who to hold them on the most likely they are to be on, i hate giving people KI that are hardly on and your wating days or weeks for them to show.

reducing chest time limit is also abad idea mainly for soloers if they kill a mob and get agro then they will potentially losse the chest.

imo from what i seen the best way to fix this would be allowing us to depop the chest ourself.

people who hate others cleaving probably those who wont/cant do it themselves

Ihnako
05-28-2011, 11:39 PM
The idea about to choose to let the chest depop is great.
Also the idea about changing the game mechanics to let you take a look into the chest and then let you choose to use a key or try your luck.

But there could be another option - maybe highly unpopular - only claimed mobs can drop a chest.
I know that would slow down those who cleave/AoE but on the other hand it would strengthen those who don't and there would be a chance to end those monopoly on certain mobs.

Ragmar
05-31-2011, 06:33 AM
I have recently started Glavoid/Chloris farming for 2 Emps in my LS and we have had huge problems with chests as well. On Phoenix there is rarely less than 80 people in any given aby zone at any given time and as many as 200 at times. Several FC pulls on mandies killing 20+ and dropping 1-3 chests... We actually reverted to farming KI's in a more traditonal exp group capping lights and just soloing mobs. Soloing was much more successful as we were able to build 7 pops sets of Glavoid/Chloris and Lacovie in four hours. Compared to the 2 sets for the same NMs in a 5 hour FC the night before. This does reduce the ability to allow LS members to leech jobs as you farm KI's but it was much much quicker.

I think being able to dismiss a chest would be a huge help. Perhaps only temp items not obtained by each member of the alliance would be possible drops from gold chests as well. Prior to the merges this wasnt an issue but at this point in time its a huge issue that really needs some immediate attention.

Karbuncle
05-31-2011, 10:11 AM
Wouldn't mind if they simply Doubled the possible amount of Chests spawn-able, as well as adding a "Discard Chest" option.

Kristal
05-31-2011, 09:45 PM
Looks like the June 6 update should see some very nice changes :D

[dev1015] Abyssea Update Scheduled for June 6
* Sturdy pyxides in Abyssea areas will appear in significantly greater quantities.
* Players will be given the option to manually destroy any sturdy pyxis.
*When exercising this option, the destroying player will receive a cruor reward proportional to the rank of the pyxis.

Didgist
06-01-2011, 07:14 AM
Honestly shocked with such a fast response to this. Thank you Devs! Very excited to see this fixed.