P basic ass request, it doesn't make a whole lot of sense to me that we have the Prospector's Guild now as an actual fact/association but you have seams spawn in 93 and beyond.
It kind of lessens the idea of being a "prospector" and just turns you into a ringrunner who goes in portals sometimes, when almost everything lorewise has been putting it like there are people who EXCLUSIVELY seam-dive in search of exits from the city instead of ringrunning but I need keys to get to seams even
further this just pushes people out into deeper rings which leads to stuff like ticker having a tumbleweed and a couple of ghosts because everyone's done their daily orcs and are searching for seams in ring 21
Chiming in to add that I've noticed multiple resets where there are no seams at all spawning from 99-92. Not really sure what's causing this, but it does make it difficult to play a non-ringrunner character during low pop hours.
I don't fully understand the explorable system that efu uses. But I do know that it is being diluted.
Perhaps because there is less players traveling the areas. Perhaps because of poor luck. Perhaps because the competition is cutthroat.
It just seems to be that the more spawnpoints there are for other randoms, the less seams appear.
And allot got added over the past few months.
The one thing I suggest is removing the Elemental Seam spawnpoints (The yellow ones) from deeper into the rings. One of those spawns guaranteed at the reset of the server.
That way there is always one.
But that doesn't mean I dislike finding /different/ and /other types/ of seams exclusively deeper in the rings.
One of the other things I think would be cool, if there were more seams within seams. Seams spawning inside other seams. (But to make that work properly, these would need to be other /types/ than the existing three/four; yellow, red and blue/fragments.)
i like it as it is
Seams should be equally frequent in later rings as they are around 99-95 so that those who are dedicated ringrunners can resupply and people in 99 don't get the short end of the stick.
I don't think one should suffer for the benefit of the other, so I'd advocate for more instances where seams can have multiple entrances and exits. If there is a worry about people using seams to skip through the rings and close the distance too easily, perhaps integrate something to prevent people from exiting a portal somewhere too far away from their spawn point?
Quote from: Pandip on December 18, 2019, 03:04:51 AM
Seams should be equally frequent in later rings as they are around 99-95 so that those who are dedicated ringrunners can resupply and people in 99 don't get the short end of the stick.
I don't think one should suffer for the benefit of the other, so I'd advocate for more instances where seams can have multiple entrances and exits. If there is a worry about people using seams to skip through the rings and close the distance too easily, perhaps integrate something to prevent people from exiting a portal somewhere too far away from their spawn point?
They shouldn't be equally frequent in the deep rings - I appreciate the sentiment here, that we shouldn't be shit out of luck in 99, but the whole idea of ringrunning is it's an attrition game where you're being worn down as you punch deeper and deeper through more difficult challenges. Why should you be able to pop into some seam for some fat loot to keep you going just a little longer rather than need to return to the hubs to interact with the server as a whole, vs stay isolated in ring 22 and conflictless.
I agree with Bio.
There is a problem here, but I don't think the solution comes from removing enjoyable content from a certain portion of the playerbase. Seams spawn out in the deeper rings, but they do so very infrequently and in very specific rings by comparison to Ring 99. Prospecting is definitely by far more profitable and possible in the 99-93 area currently due to the much larger number of potential seam spawnpoints throughout those rings, which is fitting thematically for a Ring 99 with a Prospector's Guild.
I think the issue is when the RNG doesn't produce anything in the 99-93 areas. Increasing the frequency that Seams spawn in Rings 99-93 (Or one or two ensured randomly chosen seams such as The Rifts area had at the start of the chapter) would be my preferred solution to the issue that seems to be at the heart of the problem here, which is a lack of fear that Deep Rings seam spawns will steal the potential for HUB based players to see content during their hours of play.
As a point that's slightly aside from the discussion the seams in the deeper rings can on very rare occasion provide a speedy route from the deep rings back to the HUBs which is a godsend for every player. The journey back to 99 from far into the Rings can be such a costly slog that it can prevent players from returning even when there is no content to enjoy or players to interact with currently anywhere except the HUB, which causes people to choose between shooting themselves in the foot for the purpose of enjoying their playtime, or logging out until the next reset/Ringrunners log on/more content generates. I'd strongly advocate for a higher chance of "transport" style seams opening out in the deeper ring spawn points, and the creation of additional seams which serve that purpose and spawn exclusively out in the Deep Rings. More content for all players, and the ability to interact with the people online are crucial elements to enjoyment in the low traffic hours regardless of playstyle or a character's role in the game world. These are the suggestions that I hope might improve on those for all players.
Edit: To clarify about "transport themed seams" I want to mention in my head the idea would be that they're one-way only. You enter, see a neat little flavorful area, then it pops you back to Ring 99 or whatever Ring but there would be no exit seam from which to return, or to allow non-Ringrunners to sneak peak at deeper rings.