Depth 2 Density, or making it a private instance map

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

Is it possible request general increase of the density of the mobs on D2 map? The reason(s) are:

  1. It’s the sole source of TD/abyss runes so there’s no alternative map (in contrast to BB’s gigantic nif2 map and mjol map, or zelu farming 2-3 biosphere maps)
  2. As it is currently stand, a rather large portions of the map are often barren after they’re cleaned by OH soloist (super players) and that also they have the advantage of moving/self organizing faster in contrast to mid-big pub. The situation is bad in the case when you’re playing in a public party, at the same time as 2 or 3 of these super players are farming. They will force you to keep changing your directions (they will leave traces) and the whole effort becomes sub optimal with nowhere to go. Also that there will be more of these super players as we are getting the HoL equipments.
  3. TD runes is getting expensive now. I personally don’t like the situation that has already been said in the point (2). I think this phenomenon have potential to spiral out of control by this economic mechanism: (a)TD runes getting more expensive (b) more incentives for more super player to farm here (c) normal player (in pub group) will have harder time to farm, and with less yield, as there’s more and more super players contained within the map as the time passes by.

Therefore I propose the solution is to either (or both)

  1. Increasing the map density so that the “barren” condition of the map (it is like probably 2 monster per 50x50 cells on the path of those super players have walked on) can be prevented. Or/and
  2. Allow pub party to have a D2 map for their own, so that the said external factors from super players farming can be prevented, therefore the instance suggestion. Even if it is not free, i don’t think people will mind paying for this even if the price is a bit expensive because if it is pub, the price can be split among the numerous party members (in contrast to super players who will farm for free in the real D2, but will bump into each others occasionally)

Thanks for anyone reading this, also feel free to give ur feedback for improvements because the whole idea is raw and spontaneous and thus most likely will have rooms for improvement/modifications.

Imported from legacy Flarum.
Original author: Choi (Flarum #323)

I don’t like D2 very much because of how barren it is making parties feel really inefficient when compared to something like D1 which is high density and super fun in parties. So I agree with you that D2 isn’t conducive for parties.

However, from what I understand, D2 is the most lucrative farming spot at the moment and because it’s a difficult map some classes or “super players” farm it much more effectively than other classes/players, which is totally fine. But I feel the changes you mentioned would be buffing an already very lucrative spot that many weaker players may not be able to farm in.

Also when I farm in D2 I only ever see like 2-3 other people in the map, and it’s pretty easy to just pivot my pathing around that. I don’t really see any difference between this and other contested maps that would warrant these changes.

Imported from legacy Flarum.
Original author: toadspaz (Flarum #762)

@Choi agree, people making 300m/h+ if they buff it gonna be bonkers. Party play is kinda ok on the map cuz u get a lot of stuff from quests but it is not viable to do a 12 players pt more like 2-3 on the pt and semi spread out

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@Choi yes I am aware of ur point of buffing the already profitable map is not good but what else to do if the party play is not viable? For weaker player it means you have no bargaining position and will be totally dependent on super players TD runes pricing in the market, of which I don’t think is healthy. You generally need TD runes to make TD crowns to farm in D2 to get TD runes. Do you see where I’m coming from? The purpose is to find solution somehow to break the spiraling condition.

Alternatively I will answer your answer regarding profitability of the map. If we increase the density and thus the TD runes prices, sure, the map will be more profitable. But then it should saturate at some point where there’s more TD runes available than the server demands, and thus the price would lower (more supply than demand => lower price) and thus eventually or hopefully making the D2 map less attractive for the super players (it should form a certain equilibrium).

The thing imo is that we’re trapped in the bad design. There should be trade offs unless there’s some great solutions suddenly being thought of

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@toadspaz well other solution to increase the availability of TD rune is to increase the para market supply of temporal crystal (currently there’s like 10 per 30 minutes which equals to 2 Abyss magic rune which means ⅖ of TD rune). But then after a certain point D2 farming would be moot if the para market commodity is too numerous.

Imported from legacy Flarum.
Original author: toadspaz (Flarum #762)

@hoegenaamd dunno increasing para market supply but OGH rewards should be increased HoL enchants are based on KRO economy and there is literally not enough person playing to supply enough stuff for people to make the cloak

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

@hoegenaamd I agree with you that D2 is not party-friendly, but D2 is the only end-game field map in the game right now. Even with recent updates to kRO, it still holds the throne as the place most people aim to farm. And crowns should be pricey since they are BiS and will remain BiS even after recent updates to the game.

Progress should be smooth, and we already have a huge margin of accessibility to the content with the fact that crowns are not account-bound and TD weapons are really cheap right now. So, it’s not uncommon to see people skipping Illusion > TD, which is far worse for the middle part of the economy than the end-game map being farmed by, well, mostly end-game players. Also, with the release of HoL, that map will lose a lot of its might once players catch up with the gears, and even though later parts of HoL need you to be end-game in order to progress, earlier stages can be done with mid-game setups. So we’ll have a more clear interaction between HoL/CT > D2 > HoL/CT > D2.

I don’t see party play changing there without an overall change to the whole looting system since the problem is that, in the end, you will be contesting with fellow party members for low rolls, and the quest numbers are quite high for slower parties.

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@airto the first and second paragraph I agree. Won’t add anything cuz I also see the same dilemma.

The third paragraph though. I’d say you don’t compete with ur party members. The thing is that most of the TD runes is from quest completion (from 3000 mobs kills) instead of drops (although it is also significant). And thus the reason for the density increase idea

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@toadspaz maybe maybe this is the real solution

Imported from legacy Flarum.
Original author: kaiakaito (Flarum #244)

Moving it to rejected.
Its already really profitible and good to farm already. No need to make it even stronger currently.