Nubby
Apprentice
I've participated in 2 RDAs and was very disappointed. I commend the staff on creating new content but feel some changes would go a long way (this will require great effort on the part of staff, but custom content in a 20 year old game is a bold promise, which should be executed better or not exist). As of now, they aren't fun and are usually just ran by or ignored by players. They need to be more rare and more rewarding, increasing their value and participation.
1) Don't make simply "entering" the RDA the hardest part of the "adventure". 4 mobs instantly hitting you for 30s = stress = die/log out. Let us progress through the adventure, in a very large epic journey, either through multiple levels, or one big level - can change based on your algorithms. Entering should = mongbat difficulty while the end = wow this is epic level of difficulty.
2) Make it more of an adventure please. It's a very very small confined area. It should feel more like an epic journey to get to the end boss. It's 3 screens by 3 screens as it is now? The ones I participated entailed players spamming paralyze field and provoking. If they failed they would try to run back through the gate in a mad scramble - not fun.
3) Allow mounts or make non tamers/non provos useful. I had a character with 105 armor / parry and was completely useless. Not sure how that makes sense. Make Mobs either hit dragons harder in these areas (to avoid only tamer domination), or limited provo. Not sure if slayer armor does/will help against meta death beetles or the tentacle chain hitting for 20s. This would allow more group dynamics at work, with tamers, provoers and other templates.
If it had the layout/feel of a regular, custom dungeon, with easy/medium/hard/ultra hard mobs in a progressive nature more players wouldn't simply ignore these fire elemental gates to another world. Players want to progress through things and stick together. Can even have the beginning mobs spawn again, forcing groups to move together and stick together in order to complete from start to finish.
1) Don't make simply "entering" the RDA the hardest part of the "adventure". 4 mobs instantly hitting you for 30s = stress = die/log out. Let us progress through the adventure, in a very large epic journey, either through multiple levels, or one big level - can change based on your algorithms. Entering should = mongbat difficulty while the end = wow this is epic level of difficulty.
2) Make it more of an adventure please. It's a very very small confined area. It should feel more like an epic journey to get to the end boss. It's 3 screens by 3 screens as it is now? The ones I participated entailed players spamming paralyze field and provoking. If they failed they would try to run back through the gate in a mad scramble - not fun.
3) Allow mounts or make non tamers/non provos useful. I had a character with 105 armor / parry and was completely useless. Not sure how that makes sense. Make Mobs either hit dragons harder in these areas (to avoid only tamer domination), or limited provo. Not sure if slayer armor does/will help against meta death beetles or the tentacle chain hitting for 20s. This would allow more group dynamics at work, with tamers, provoers and other templates.
If it had the layout/feel of a regular, custom dungeon, with easy/medium/hard/ultra hard mobs in a progressive nature more players wouldn't simply ignore these fire elemental gates to another world. Players want to progress through things and stick together. Can even have the beginning mobs spawn again, forcing groups to move together and stick together in order to complete from start to finish.