Results 1 to 10 of 1016

Hybrid View

  1. #1
    Player
    TKSilver's Avatar
    Join Date
    Feb 2018
    Posts
    5
    Character
    Katherine Silver
    World
    Lich
    Main Class
    Paladin Lv 80
    As i see it, Pagos is a clear example of design intentions backfiring horribly:

    Design intention (probably): discourage "NM Trains" and possibly afk-ing
    Method: having NM spawns take longer, giving mobs more HP/damage (?) and increasing their xp (?)

    -> Result 1: players try to only form parties with at most a one level difference, making it difficult and frustrating to find a party.
    (as opposed to the "lfg fate train" -> instant invite in anemos)
    -> Result 2: since players focus on mobs of their level range, only small groups work on any given NM at one time, resulting in even longer spawn times.
    -> Result 3: as mob xp is greatly reduced if other parties pull, cooperation between parties is discouraged
    -> Result 4: long spawn times and the nature of the mob strength results in long stretches of monotonous gameplay (single target combat against regular mobs).
    -> Result 5: IF a NM spawns, most of the players have to run across the map, risking death and loss of xp, as they are scattered in their respective areas.

    In summary: The current state of Pagos makes it harder to form parties, discourages players from working together beyond the regular party size and feels horribly monotonous.

    The worst part: the design decisions didn't seem to have fun for the player in mind and just feel punishing for no reason. The NM train in Anemos, while flawed, was fun in some way at least since it provided frequent changes of things you fought (be it bosses or regular mobs) and allowed for a broad range of player levels in one party.
    (24)
    Last edited by TKSilver; 08-12-2018 at 09:08 AM.