Synial
Active Member
Hey guys, just wanted to get a few words in as quickly as possible about Lotus Temple and the surrounding new area while there is hopefully time to make some adjustments (assuming these suggestions match your vision). I feel like you are receptive to feedback and are trying to appeal to some bigger hunters so hopefully this is well recieved.
Warning: Wall of Text Ahead.
Will likely post more later but wanted to get as much out as possible due to possible time constraints you might have with the follow-up patch. Really regret not posting after the loot in DSEC part 1 was changed after many complaints from people with ulterior motives that don't even play on the planet... Hopefully this makes a difference.
edit: fixed typo
Warning: Wall of Text Ahead.
I know full playerbase inclusion and an amazing new player / low-level experience are a strong focal point at the moment but I think we all welcome what looks to be an attempt to attract big grinders to your planet(s).
This post is made from the perspective of someone that will cycle ~4-5 million in 2022 and my thoughts on this matter are intentionally and knowingly dismissing the inclusion of players at the low end. I have no issue with development for that portion of the playerbase but the rewards from the Gold Dungeon leads me to contrast the balance of Lotus Temple to Moloch Depths and I will comment on it as such (I don't see the point of including low level players in high-level content if the result is that the loot table is too abysmal to attract players that the gear is intended and balanced for..).
An assumption is also made that MindArk is more mindful of planet partner content ever since the disproportionately balanced armor came out of Cyrene. As such, it is my conclusion that DSEC part 1 has had an understandly poor reception from higher level players because the armor is accessible by those at noob level. Putting on a set of Gremlin and killing caboria at level 1, or throwing on a set of 2000 ped adjusted vigilante and killing otis that can drop armor parts/components that ultimately rival HAZEN from the Sand King is genuinely unacceptable and the drop rate is understandingly and expectedly BAD.
This post is made from the perspective of someone that will cycle ~4-5 million in 2022 and my thoughts on this matter are intentionally and knowingly dismissing the inclusion of players at the low end. I have no issue with development for that portion of the playerbase but the rewards from the Gold Dungeon leads me to contrast the balance of Lotus Temple to Moloch Depths and I will comment on it as such (I don't see the point of including low level players in high-level content if the result is that the loot table is too abysmal to attract players that the gear is intended and balanced for..).
An assumption is also made that MindArk is more mindful of planet partner content ever since the disproportionately balanced armor came out of Cyrene. As such, it is my conclusion that DSEC part 1 has had an understandly poor reception from higher level players because the armor is accessible by those at noob level. Putting on a set of Gremlin and killing caboria at level 1, or throwing on a set of 2000 ped adjusted vigilante and killing otis that can drop armor parts/components that ultimately rival HAZEN from the Sand King is genuinely unacceptable and the drop rate is understandingly and expectedly BAD.
These robots drop the keys to access the instance to acquire the new armor and plate, yet for the stat distrubiton of the items, these monsters are WEAK.
Across the board from Gen 1 - 9 found outside of the temple (NO CHANGES NEEDED TO GOLD INSTANCE LOTUS INVADERS)
Increase stats to increase creature levels
Damage +33%
Health + 20%
Regen 0.25% - 1% per second
Movement Speed +25%
Threat Radius +0%
For reference, there is recent precedence for changing mobs after release - the Molochs were significantly buffed in the patch after they were released (people had already paid a 500 ped entry fee as well).
Across the board from Gen 1 - 9 found outside of the temple (NO CHANGES NEEDED TO GOLD INSTANCE LOTUS INVADERS)
Increase stats to increase creature levels
Damage +33%
Health + 20%
Regen 0.25% - 1% per second
Movement Speed +25%
Threat Radius +0%
For reference, there is recent precedence for changing mobs after release - the Molochs were significantly buffed in the patch after they were released (people had already paid a 500 ped entry fee as well).
Other areas of this stature generally have a loot table that is a bit more appealing. Please see the following screenshot (missing over 20k ped of shrapnel - ignore boxes/crackers/loot from toulan creatures found in instances[i.e. hides/parts]). The vast majority of loot is shrapnel (>98% tt value @3.62 DPP, rest is mostly garbage).
I do track every area and have loot logs from extensive crystal palace, gorgon wave, and moloch dungeon hunts - so this is written with knowledge of what kind of loot is approved for partners and on calypso in relation to the value of the rare drops available within an area.
Remove all extractors
Rebalance tier components based on new higher danger levels
Add Bio ID Verification (galactica) to lower maturities (1-5)
Add Rad Conveyor (galactica) to higher maturities (6-9)
Instance Piece Distribution:
Black 40%
Blue 30%
Brown 25%
Red 5%
I do track every area and have loot logs from extensive crystal palace, gorgon wave, and moloch dungeon hunts - so this is written with knowledge of what kind of loot is approved for partners and on calypso in relation to the value of the rare drops available within an area.
Remove all extractors
Rebalance tier components based on new higher danger levels
Add Bio ID Verification (galactica) to lower maturities (1-5)
Add Rad Conveyor (galactica) to higher maturities (6-9)
Instance Piece Distribution:
Black 40%
Blue 30%
Brown 25%
Red 5%
Is it possible to change this and make Lotus Invader the first creature on Toulan to have Tier 4 Codex rewards?
Black: HP +50% / Damage +50%
Blue: Damage +25%
Brown: Damage +10%
Gold: Fine
Blue: Damage +25%
Brown: Damage +10%
Gold: Fine
Remove Individual Key Parts from solo instances - replace with a "solo" gold molten similar to that found in the Team instances that is still only lootable by crown holders.
The current loot pattern leads to a large (wasted) amount of key components being stored (hundreds to thousands of ped in unusable key parts). I can only assume that the undiscovered parts are being controlled by some kind of wave that you have 0 control over and will have a long-term negative impact. If there is some unknown mechanic where maybe only 4 of the 6 pieces can drop on a given day and you need to be running the instances every day, this is only going to lead to people to save their keys and engage with the content on a lesser frequency.. Address this or change it to avoid dead content.
As I had suspected and mentioned in my other post; team instances do not have this issue. This is evidenced by the gold team key that was able to be assembled way too easily - as expected. This ease of access, in my opinion, means that the drop rate in the team instance should be even worse than I expected. This is technically acceptable if the team instance and solo instances do not share the same drop table (meaning - if the team instance is supposed to be so easy to access - don't let that ruin the drop rates in the solo instance which is much harder to access). Team Gold Molten is either way too common or solo pieces are way too rare.
The current loot pattern leads to a large (wasted) amount of key components being stored (hundreds to thousands of ped in unusable key parts). I can only assume that the undiscovered parts are being controlled by some kind of wave that you have 0 control over and will have a long-term negative impact. If there is some unknown mechanic where maybe only 4 of the 6 pieces can drop on a given day and you need to be running the instances every day, this is only going to lead to people to save their keys and engage with the content on a lesser frequency.. Address this or change it to avoid dead content.
As I had suspected and mentioned in my other post; team instances do not have this issue. This is evidenced by the gold team key that was able to be assembled way too easily - as expected. This ease of access, in my opinion, means that the drop rate in the team instance should be even worse than I expected. This is technically acceptable if the team instance and solo instances do not share the same drop table (meaning - if the team instance is supposed to be so easy to access - don't let that ruin the drop rates in the solo instance which is much harder to access). Team Gold Molten is either way too common or solo pieces are way too rare.
Please remove the need to be "near" or have another person in your team to enter team instances. This just leads to people making inconvenient workarounds.
Will likely post more later but wanted to get as much out as possible due to possible time constraints you might have with the follow-up patch. Really regret not posting after the loot in DSEC part 1 was changed after many complaints from people with ulterior motives that don't even play on the planet... Hopefully this makes a difference.
edit: fixed typo
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