Level 3 Barn Trapping proposal (group play)

General Discussion
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01/09/2015 01:43 PMPosted by Blües
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Anything to stop people from grief-killing the mob you're trying to trap?


Nope and enemies will grief you for tagging a mob because they're grouped with this hotfix. Friendlies will taunt your mob away from trap and kill it discouraging you from being there.

This is just all kinds of bad news.


Exactly. They actually fixed things with you can only trap an animal you tagged - they should just stop with that. With this they will 'break' things again because anytime you set a group of people against a solo player you can almost guarantee that solo player isn't going to have fun.
01/09/2015 01:43 PMPosted by Blües
Nope and enemies will grief you for tagging a mob because they're grouped with this hotfix. Friendlies will taunt your mob away from trap and kill it discouraging you from being there.

This is just all kinds of bad news.


Better than them getting the trap and you not getting it.
01/09/2015 01:51 PMPosted by Tressym
My guess is that anyone who needs the savage bloods already has at least one level 3 barn that never stops processing orders. I have three barns at the moment and all three never stop producing. This fix will not in any way effect the number of bloods I get. Unless they also plan to reduce the time it takes to process orders.


No, but if the hotfix results in too many savage bloods entering the game, they may reduce the "proc" rate of blood from the work orders.

Especially if it becomes this easy to get cages (you could for instance, multibox and generate cages for each of your alts with them just set on /follow on your main).

There are things to think about with this change. While it's good that it will encourage players to cooperate rather than compete, at the same time, the implications on the overall game economy is a bit worrisome.
01/09/2015 01:51 PMPosted by Tressym
My guess is that anyone who needs the savage bloods already has at least one level 3 barn that never stops processing orders. I have three barns at the moment and all three never stop producing. This fix will not in any way effect the number of bloods I get. Unless they also plan to reduce the time it takes to process orders.


Have to agree with this. I've 3 level 3 barns. Every Saturday I and a group of fellow trappers cycle through our alts and get ~50 or so elite beasties all caged up and ready to go for the next week. 50 because that gives us some leeway if we want to take a day or two off.

Anyone who wants bloods bad enough has multiple barns processing multiple work orders already. Not sure I understand the people crying about how this will make savage blood more common since those of us who seek the blood are already getting it fairly often. I'd say I easily get 5 per day between all of my barns.
01/09/2015 01:06 PMPosted by Rygarius
01/09/2015 01:02 PMPosted by Ashlí
So long as this doesn't screw over the solo elite trapper...this sounds good. But if people trapping beasts themselves find it impossible to tag mobs because there are 30 people in groups tagging everything in sight this will not go over well... It is great that you want to encourage grouping but not at the expense of the solo player ("solo" apexis crystal dailies I'm looking at you.)

Once it's implemented, increase to the spawn rate and greatly increasing the number of spawn points for elite creatures should address that. As always, we'll monitor and make additional changes if it becomes necessary.

Sorry to hijack the thread over this, but could you possibly look into some of the leash ranges of the elite Nagrand wolves too? A few of them seem to be abnormally strict on how far they go before evading and going back to their idle position, which can be a major pain in the !@# as a kiting class since it really restricts how far you can go, and those things hit HARD.
01/09/2015 12:30 PMPosted by Deveated
Still nothing on Ashran world pvp zone?


No, they're working on the important stuff first. <sarcasm>
01/09/2015 01:41 PMPosted by Hellasha
01/09/2015 01:22 PMPosted by Scraga
Why restrict it to parties rather than simply drop a beast for anyone friendly who is sufficiently close and has a level 3 barn?


Because those who did nothing for the fight shouldn't be rewarded for the player/group that actually fought the creatures. Those who didn't tag the animal should go find their own animals to trap.

How are you sure everyone in the group made a fair contribution and aren't simply being rewarded for being in a group?

Is your main concern in a social mechanic ensuring that you don't accidentally help someone?

(edit: I should clarify that I'm not opposed to what you are saying, I'm just weighing the costs and benefits in my own mind because for me personally, the main thing I want is to see a reduction in how often random strangers emote /spit at me because we accidentally collided over a mob)
Can we get the building name changed to "Slaughterhouse" while we're at it?
I admit an alternative to getting savage blood would be nice.

Although if it starts selling for a few gold each...that would be good too.

Although it seems some would hate that. Hmf...
Remember the frogs? Ouch..............
01/09/2015 03:07 PMPosted by Aehl
Remember the frogs? Ouch..............


I'm pretty sure coins didn't drop in a raid group, I think you should be able to still get traps while in a large raid group.

I'm actually curious to see how it goes, it might be funny to watch huge zergs of players trapping things.
I think a better compromise would be:

1. Leave the tap to trap change in place.
2. Raise the existing spawn rate.
3. Add additional mobs spread across other zones that generate the same cages.

Right now, we already have a problem where the game has largely degenerated into Highmaul + Western half of Nagrand for most players since that's all they ever need to see outside of their Garrison (honestly, I've forgotten what other zones even looked like).

By adding more mobs in different zones that can generate the same fur/hide/feast + blood cages, the player concentration would be spread out, so the chance of a group of players monopolizing the cages would be lower and you don't have to worry about borderline exploits of having a single elite NPC generate dozens of cages (5 cages per person, in a 5 man group would be 25 cages for each mob--in a 40 man raid, it would be 1600 cages from one mob...that seems just a bit absurd).

It may even give players like me a reason to go to Gorgound, Talador, Shadowmoon, Spires, etc...
The spawn rate of the frogs was amazing, or so it seemed to me. Did the rate increase as the amount of people in the area increased?
01/09/2015 11:53 AMPosted by Rygarius
We're actually in the process of trying change the trapping mechanics to do just that. There is hotfix that's in early testing so there's no ETA yet. The hotfix will allow a single trap to award a caged beast for each nearby party member with an appropriate level barn.


Any plans to prevent groups from monopolizing entire spawn areas?

Because you know that's going to happen and zone disruption is a thing.
01/09/2015 02:38 PMPosted by Lance
So some group hog everything, then is gone for 83 days. I don't see anything wrong with that.


Just because you don't need the beasts for the next 83 days doesn't mean you can't go trap them all again to be a jerk.
The hotfix allowing a single trap to award a caged beast for each nearby party member with an appropriate level barn has completed testing. This change requires a realm restart and is now slated to go in with the other two hotfixes that'll increase the spawn rates of elite creatures.

01/09/2015 01:44 PMPosted by Melaroi
Remember folks, a well executed 3 man group can actually get six caged animals from a single beast RIGHT NOW.

It's just extremely inconsistent because you have to stack facing the exact same bearing, drop traps at the exact same time, wait for them to arm then drag the beast over it. Then if you know the sweet spot you can drop a second trap dead centre of the hit box and get a second caged animal from the first one you trapped.

That's what we're looking to address. Not everyone knows that you can stack traps, and when they did placement atop each other wasn't intuitive. Worse, if someone gets the placement wrong they miss out. This change is intended to promote small group play where elite creatures can continue to pose a meaningful challenge without having it turn into a zergfest. Additionally, players will have to worry less about whether their traps are stacked correctly.

01/09/2015 01:44 PMPosted by Melaroi
What this does is make it so that you don't have to go through the trouble of stacking the traps correctly. It may fix the ability to get two cages from the same beast too, we don't know yet. But I would guess that was an unintended side-effect of them changing the trap cooldown to 15s from 30s.

That was indeed an unintended effect of reducing trap cooldowns. The change will also eliminate trapping the exact same creature twice which wasn't an intended behavior.

01/09/2015 01:51 PMPosted by Tressym
My guess is that anyone who needs the savage bloods already has at least one level 3 barn that never stops processing orders. I have three barns at the moment and all three never stop producing. This fix will not in any way effect the number of bloods I get. Unless they also plan to reduce the time it takes to process orders.

The intent was to make the caged elite creatures more available on the work order supply side. As you've astutely pointed out, there's been no change to the time it takes for a work order to complete. We'll monitor the change and make further adjustments if the availability of elite creatures continues to be a problem.
01/09/2015 02:33 PMPosted by Scraga
How are you sure everyone in the group made a fair contribution and aren't simply being rewarded for being in a group?


In the case of a group, the group has given permission to that person. They are ok with it, or they'll kick them.

A person who just runs up and puts a trap down is being lazy and rude.
01/09/2015 03:32 PMPosted by Raelyssa
01/09/2015 11:53 AMPosted by Rygarius
We're actually in the process of trying change the trapping mechanics to do just that. There is hotfix that's in early testing so there's no ETA yet. The hotfix will allow a single trap to award a caged beast for each nearby party member with an appropriate level barn.


Any plans to prevent groups from monopolizing entire spawn areas?

Because you know that's going to happen and zone disruption is a thing.

Once the hotfixes have been implemented, it'll greatly increase the availability of elite creatures and that shouldn't be an issue.
01/09/2015 01:33 PMPosted by Blües
2) You will overflow the market with this item driving it down and making yet another useless passtime for those that are currently enjoying it.

Overflow the market on caged beasts? If you mean the resulting materials from the barn, the work order processing time isn't going away.

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