Topic

Limit abilities in "Ancestral Lands" (Baqala etc)

Today, I survived 32 minutes 12 seconds in the Ancestral Lands strictly by using Spinach to RUN from map to map (not jumping) and collecting Super Old Mitochondrial DNA, Golgi Apparatus, Endoplasmic Reticulum, and Vacuoles along with goodies. Using Spinach to do this easily allows one to cover more terrain in less time and thus extend ones stay there to get more goodies.

As such, I would like to recommend the following:

1) Prohibit the ability to Levitate (Unfair  to others)
2) Prohibit the use of "enhancers" such as spinach
3) Prohibit the use of Teleport locking within the "Ancestral Lands" (Unfair to others)
3) Remove the time extensions (If you don't remove the spinach use abilities)
4) Speed up the robbers (Suggested by shexycorin)
5) Reduce the drop rates, limit items, or invoke diminishing returns (Suggested by Lelu )
6) Limit entrance to once every 24 hours real-time (not game time)
7) Set a penalty for those who do NOT exit the lands before time runs out (Die perhaps?)

These lands are a great idea, but they are WAY too easy to exploit every 2 hours and in their current state. Spinach and Levitation are way too easily usable to evade robbers AND the robbers never catch up to you if you never return to the same map. So, some of the above would at least be helpful from preventing the "get rich quick" groups from going rampant.

What do you think?

Posted 16 months ago by c0mad0r Subscriber! | Permalink

Replies

  • I agree with limiting time more and possibly decreasing the use of enhancers.

    I do not agree with penalties for those who don't make it out in time. Not everyone has teleport, and it would become a bit of a deterrent for anyone to want to enter if they think they have to both time where they're going in- And how they're going to get out.
    Posted 16 months ago by Zeezee Subscriber! | Permalink
  • Why is this a problem? If you tried to do the same thing again, most likely you wouldn't last nearly as long. Sometimes you just get lucky... and isn't that part of what treasure hunting in ancestral lands is about? Since there's no endgame, and no factions or other systems that allow rich/resourceful players to have undue power over others, I don't see any problem with players getting rich if they want to. Also, what makes the ability to levitate and avoid the Jujus 'unfair'? They are hella easy to jump over in the first place, and the game even tells you to use spinach. I would also suggest that the amount of valuable drops you get on average per minute is not THAT much more than what you'd get from mining.

    Also, after launch I think we can assume there might be more players going through ancestral lands at any given time... which means in general you will get less drops there in the first place.
    Posted 16 months ago by Squorble Subscriber! | Permalink
  • After 17yrs in the computer industry, 5 of which spent in the gaming industry, I can safely say that mindless games with no challenge are often left to fail a lonely death. I'm not saying Glitch will be that way, but what you describe is rather mindless overall. The casual to hardcore gamer all have the following in common: They like a challenge, they like to work hard to earn something and they enjoy the thrill of "some" amount of danger.

    Don't take my word for that either as you can just as easily go to wikipedia and look at the top 10 best-selling video games of all times and then look each up to see why they were so successful.

    That being said, the Ancestral Lands need some amount of refining. Even when Glitch goes live, TS has said they will limit the maximum number of players per server, so it will be completely possible to acquire just as many gifts from the lands as you can now. If you make this area too easy, what's the point of mining or harvesting when you can literally LIVE out of baqala to max out everything, acquire goods and buy everything you need? Rather pointless if you ask me.
    Posted 16 months ago by c0mad0r Subscriber! | Permalink
  • I think the Ju-Jus could perhaps be a little speedier... as it is, they only get you if you need to double back past them and have no spinach to jump over them
    Posted 16 months ago by shhexy corin Subscriber! | Permalink
  • Maybe -- just maybe -- the total number of loot items you receive in a trip in the ancestral lands would not be unlimited.  In that case: someone lucky enough, or clever enough, to realize there's a way to extend his or her stay, wouldn't necessarily get more items from the dust traps.

    Diminishing returns would provide the same benefits to all players in the first part of a visit, and make extended or repeat visits in the same day less of an "easy A" for the more involved player.
    Posted 16 months ago by Lelu Subscriber! | Permalink
  • Updated the main OP to reflect your ideas, which I think are viable possibilities.

    Thanks Lelu and Shexycorin!
    Posted 16 months ago by c0mad0r Subscriber! | Permalink
  • Throw in some other nasty creature to overcome that is a bit more aggressive..As it is ,it's a boring adventure there...No challenge,,,,,Plus the rewards need to be changed..They are pretty boring too..but I'm sure they already have upgrades in the pipeline as it too is a growing area..
    Posted 16 months ago by Tilly TrinkleHouse Subscriber! | Permalink