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Wildy Flash Events

Quick find code: 185-186-272-66279227

Smasherley
Jul Member 2007

Smasherley

Posts: 2,090 Mithril Posts by user Forum Profile RuneMetrics Profile
There's a few problems with this content that needs to be addressed. Again like most recent updates it is severely poorly developed.

You have since recently put players on a timeout so they cannot world hop to basically cheat extra prize bags or swamp a world so that they lose the event. Shame the developers weren't smart enough to develop such a protective measure for players when Fresh Start Worlds were around.

1) The personal requirement number and the group requirement number divided by the amount of players is NOT the same number. If you are alone in one of the lesser events it's quite blatant that the figure for group is much higher. What you have is players gathering ONLY what their personal requirement is and then stopping completely. This isn't good enough.. There needs to be some form penalty for stopping for more than 10-15 seconds

2) you can also teleport out of the wilderness and go about your normal business whilst the event is still active, for example the Bloodwood Tree which has just finished.. People teleported as soon as they filled their quotas. They still get all the prizes having left the still active event. THIS SHOULD NOT HAPPEN !!

These aren't bugs, they're poor development and wildy flash events need to penalise players for leeching once they've collected the minimum they have to...

I find it pretty insulting to be amongst the majority who are gathering until completion and yet someone who not only STOPPED at the minimum req but TELEPORTED away from the event got the Dark Onyx Core and none of us did. That's muggy.

29-Apr-2023 09:22:08

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
The issue basically is team contribution existing. This mechanic only causes issues, but it makes sense to be as they are due to how those events have been designed - which is heavily flawed on so many levels. That you basically need to do way more than your personal contribution suggests is given the fact, that players should be able to join in a bit late. If personal contribution times players = team contribution - somebody will miss out the second players do just a bit more than needed - and some really are tryhards even with the low incentives to do more than the bare minimum those events give. But... preventing players to teleport away - how exactly do you want to prevent them just going afk? Or doing some regular skilling to utilize the time better? Or...?

On the other hand - the game obviously tells you you did you share the second you've completed your personal contribution. The game gives you zero incentive to contribute further with the token xp those events give for doing stuff - that also was intended, so some players do not tryhard once more rejecting others of their rewards - but yeah, obviously causing the issues you desribe. Of course - if everyone acts like this the event will fail.

But - in both cases the crappy piece of design is the existence of team contribution - not the personal one. Remove that crap, let events run for its full five minutes - or hell - a full hour, so players aren't forced to squish it into whatever they're doing. Do your personal contribution, get your reward, be happy. Multi staged events can easily be solved by splitting them into individual events - then the rotation consists of 16 events, rather than 13. Hand out one singular sack of very wild rewards with more reward rolls for the first event you do on any given day, allows players to do as many as they like for the regular sacks and experience. Every. Single. Problem. Solved.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

29-Apr-2023 10:58:56 - Last edited on 29-Apr-2023 11:06:18 by Rikornak

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