Capped Hunting Area Suggestion 05/12/2016 04:20 PM CDT
Not sure if this has been suggested before, but would it be possible to add portals to alternate realities of in game hunting areas for capped players? For example, a portal in the landing that takes a capped player to an alternate version of Darkstone Castle where all the mobs are level 100.

As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

AIM: Kaight (Matt) GS4
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Re: Capped Hunting Area Suggestion 05/12/2016 07:25 PM CDT
I'm still waiting for the time portals that allow you to move between Gemstone and DR...

-- Robert

The town guard exclaims, "What do I look like, a scholar from Biblia?!"
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Re: Capped Hunting Area Suggestion 05/13/2016 10:12 AM CDT
I think the basic difficulty with this is one cannot necessarily just dial in a level to a creature and expect it will be reasonably balanced.

It's true that bandits and Grimswarm work this way, but they were also designed that way as well, including having their skill sets increase with power with increasing level.

Darkstone is actually one of the older hunting grounds in the game. MTKs are still not on the BCS system. So it's kind of a polar example asking for some of the oldest, weirdest creatures to be ported into the skin of some of the latest creature types. Still, even with a different example I don't think the answer fundamentally changes. (One could even use the reverse logic, which is that MTKs probably need their code updated anyway, so why not go all out?)

All in all, everyone would like more hunting in various areas (capped, undead gap, etc) but while this solution is interesting on paper I think it would never happen in practice. If it was done or seriously considered, the obvious thing (to me) is to just apply the same formulation, from 0 to 100, to all hunting grounds. (If the code was done for DS and done well, in principle it would be portable.) This would certainly have some pretty cool implications: capped Citadel hunting, capped shan hunting, no more undead gap, etc etc etc. But I think this would be a different game at that point. The game as it is, each hunting ground (generally) has its own flavor and level ranges.

You're literally better off asking for a DS expansion that includes capped creatures. Also not likely to happen soon, but more likely to happen ever. (Or, pick your specific hunting ground example.)
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Re: Capped Hunting Area Suggestion 05/13/2016 11:36 AM CDT
>I'm still waiting for the time portals that allow you to move between Gemstone and DR...

This will be part of a future storyline called Gemstone IV: The Burning Crusade.

~ Methais

Reading the wizard nerfs:
http://i.imgur.com/hNaDm98.gif
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Re: Capped Hunting Area Suggestion 05/13/2016 11:38 AM CDT
Simu should release a sub-area inside of Sea of Fire that's filled with level 100 critters called "a really really giant rat"

~ Methais

Reading the wizard nerfs:
http://i.imgur.com/hNaDm98.gif
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Re: Capped Hunting Area Suggestion 05/13/2016 12:09 PM CDT
> level 100 critters called "a really really giant rat"

http://vignette3.wikia.nocookie.net/villains/images/d/d5/PrincessBride.jpg/revision/latest?cb=20140714054027
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Re: Capped Hunting Area Suggestion 05/13/2016 12:46 PM CDT

110 levels and highly heat resistant. Never fewer than 20 in an 'encounter'.

Doug
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Re: Capped Hunting Area Suggestion 05/13/2016 01:34 PM CDT
http://i1.irishmirror.ie/incoming/article6885871.ece/ALTERNATES/s615/giant-rats.jpg

~ Methais

Reading the wizard nerfs:
http://i.imgur.com/hNaDm98.gif
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