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One of the most enjoyable facets of the game recently for me has been forays and the joy of trying new forays or trying to cover old ones. I'd like to open this thread to anyone who has anything meaningful to contribute, but I have my own things to say hopefully to an administration who will listen to me (albeit with a hefty grain of salt).
Before I begin, I'd like to say this is not about renown, it's about the forays themselves. I enjoy renown and think it's an excellent system, but I actually enjoy foraying and would like to more than I already do, and perhaps be able to enjoy some of the forays that are somewhat ridiculous currently.
First and foremost, I think Idea 535 had a great amount of merit, which I have included below for those who weren't able to see it before it got the maximum level of support:
I think the first issue with forays is now everyone wants to do them for renown, which is heavily understandable. I think that with all of the foray groups (and renown), we've seen plenty of citizens come together for PVE as they have never done before. This is good. I think we should have -more- of this, or try to work on improving/debugging a facet of the game that has given us quite a lot of enjoyment.
I think the second issue is a bit more complex. There are methods of improvement so that each foray could be more enjoyable for the current base of players:
First, I do not think it's too much to ask for some more time on Aran'kesh/Fortress. If there is an accident once or twice, the pray sequence will literally forfeit your chances at success. Now, one could say that this time limit exists so others can undertake the foray. That is why I think that the foray should have a hard limit of instances (5 or 7), to which groups can go undertake them. This may be a challenge to program, which I understand, however, you could simply make each foray entrance static (like with the dragon quest), which may help with minimizing bugs. However, the worst thing is to get through a foray, and then someone perishes, and that simple death cost the group the foray.
Secondly, I wish the NPC's attacks were tuned down a bit. The Reckoning Boss's had excellent mechanics so I know it is possible, but I feel that some of the current forays are far overtuned. Vulkuz steals items from players which dramatically lowers the desire to even figure that puzzle out, while the kill rooms are quite literally a way in which a group can lose their entire prospect of completing the foray. Furthermore, several means of travel are blocked because of the presence of god monoliths everywhere for no apparent reason. Why would I not be able to use my earring of Sinope in the valley of the avian? I understand the difficulty, but then you must also consider what we get for our difficulty.
Foray Completion Rewards:
For completing Icosse 12+ times (which was relatively challenging before, yet now requires a very artied player): a one time use kai banish.
For completing Aran'kesh 12+ times: a ten-time use foray finder. This is a wonderful example of a -good- foray reward.
For completing Dquest: a dent to gold cap (can't pick up the 10-20K gold drop), and some great exp. Remove boss gold drop?
Now, Dragonquest, that foray has been silently buffed again, and again, and again. Why? I would understand if yank bashing is not the way to do it, but when one questions the two NPCs, they offer nothing other than the uniforms which remove 'aggro' from the goblins. But if this isn't the way to do it, then why not just remove yank bashing, instead of tuning him up more?
This is less of a rant and more of a request for the administration to look at forays, which now presents a great opportunity for cities to interact with their citizens in a constructive and potentially appropriately difficult manner. I'd like anyone else who has thoughts can speak up, though try to keep it respectful- trying to be constructive here.