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Zipangu Odaiba 2100 Map Change Suggestions

Discussion in 'Suggestions' started by SaviorSword, Dec 1, 2020.

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  1. SaviorSword
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    SaviorSword Dark Stone Golem

    134
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    Feb 9, 2020
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    Aiur
    7:36 PM
    SaviorSword
    Paladin
    192
    Bonfire
    As a recent Neo Tokyo craftsman/farmer, these new aggro changes has some consequences to the livelihoods of other similar folks who reside here to collect material and craft goods. Unlike other maps that got a nerf due to how they were too efficient to farm for Mesos, there are alternative ares with less efficient maps that exists to serve as alternatives. There's no other alternative areas to gather items for Neo Tokyo goods however.
    I'll show a picture and explain the problems of the best and most viable map along with the new problems that arose.

    [​IMG]

    The Overloads here before the aggro change had global vision of the map and would easily just swarm on us so that it was easy to engage with and kill. Because of the recent changes, that has the side effect of a direct nerf to Neo Tokyo crafts and material farms as the farmer will have to go out of their way to get the attention of the Overloads now. In this image, it is the Overload with the yellow circle over it.

    A second new issue is a double whammy as even if one was able to kill an Overload outside of the boundary, which is below the ship, their materials are lost and the time spent to kill it was in vain.

    Unless it was intentional to nerf Neo Tokyo goods, then I have a few suggestions to help restore this map a bit back to a more efficient area to farm for materials:
    • Remove the ship/shorten the map: This change will take out the double whammy as monsters won't ever be inaccessible nor will their drops be inaccessible either. The side effect of the aggro change that will decrease the efficiency of the farm will just have to be a drawback to accept from the global aggro changes.
    • Increase Auto-Aggro vision: This change will make it so that Monsters will be able to spot a player from a good distance of the map. It won't have the excellent range of the entire map for aggro, but it will definitely be an improve over what we have now. This solution still doesn't solve the problem that the Overloads will still have the chance to fly out of player bounds.
    • Increase Spawn Rate/Numbers, Remove Respawn Timer, and/or other combinations of the map's Monster Rate Attributes: This change will make it so that a sheer increase of Monsters to kill can help overcome the changes in the aggro system. I'm not a fan of this idea as that could upset the balance of items that can drop from Monsters and further damage the value of them in the market. To me, this is like a band-aid to a bigger problem.
    Problems, if any, of the current state could potentially lead to make Neo Tokyo items and in a stretch Reverse/Timeless goods (As they require Neo Tokyo goods as materials to craft.) much harder to access due to the lower efficiency from the side effects of the aggro change.

    I would personally hit the flaws of the map geometry first as Monsters really should not fly into areas inaccessible to players. Another aggro change in accordance to my suggestion as the basis might have some conflicts with the intentions of the recent system change.

    And that's my suggestion with changes to this important map for endgame content. Thanks for the time to read over my post.
     
    • Agree Agree x 2
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