Tournament Arena Feedback | The Legend of Mir

Tournament Arena Feedback

Dall

Active Member
That's our first guild run in and good fun once your in and figured out what's what and killed a couple of hours, no complaints about exp or drops as think the cave is great for what it is, a cave for guilds to compete on a level playing field as far as you can.

Would like to see (although probably impossible) HP/MP evened out so all lvl's have the same advantage/disadvantage as would start the same. Currently higher level players have the advantage of higher base stats. No real benefit of dropping pots as your starting with base stats anyway so they don't make a huge difference.

The only issue we had was with the staging area, where people can tele in from the staging area separately we lost a member of the group as it was locked before we even started which was a bit harsh, it would be better if the group leader tele'd everyone in at the same time with the group not being able to tele in until all pets had been slaughtered and bags/belts completely empty.
 
Iv not been yet, but as clearly stated you can not take anything in, yet your on hear complaining ?? Or am I missing something??
Only Tao pets allowed again as clearly stated or is it a bug ??
 
Iv not been yet, but as clearly stated you can not take anything in, yet your on hear complaining ?? Or am I missing something??
Only Tao pets allowed again as clearly stated or is it a bug ??

Not complaining at all, as said, it’s a good cave and enjoyed it, can’t see in post a complaint? Where did I complain and if read as such as apologies to scorp as definitely not intended
 
The only issue we had was with the staging area, where people can tele in from the staging area separately we lost a member of the group as it was locked before we even started which was a bit harsh, it would be better if the group leader tele'd everyone in at the same time with the group not being able to tele in until all pets had been slaughtered and bags/belts completely empty.

There's plenty warnings and explanations, but there will always be someone who doesn't read/listen to instructions and ruins it for someone else. Hope you gave them an earful!
 
Thank you for the feedback!

Not sure what you mean about the HP/MP being leveled - I think allowing certain perks for leveling up is fine here anyway

I see what you mean about non-leaders locking the stage to new members, that should possibly be limited for only the Guild leader to do. There's a couple of warning messages but.. fingers gonna click
 
Not sure what you mean about the HP/MP being leveled - I think allowing certain perks for leveling up is fine here anyway
I believe what was meant is that even when naked, higher level characters will have higher maximum HP/MP and other base stats, which makes it easier for higher levels
 
I believe what was meant is that even when naked, higher level characters will have higher maximum HP/MP and other base stats, which makes it easier for higher levels

That's how I read it. Don't really like the idea tho. If ur a high level u deserve ur HP/MP. Next thing people might complain over 160s have better spells etc etc
 
Thank you for the feedback!

Not sure what you mean about the HP/MP being leveled - I think allowing certain perks for leveling up is fine here anyway

I see what you mean about non-leaders locking the stage to new members, that should possibly be limited for only the Guild leader to do. There's a couple of warning messages but.. fingers gonna click

Yes I agree, of course higher levels will have slightly better perks. So what? Does everyone not enjoy what they get from it, of course, you will always have a few whinge the expect everything lol
 
Would like to see (although probably impossible) HP/MP evened out so all lvl's have the same advantage/disadvantage as would start the same. Currently higher level players have the advantage of higher base stats. No real benefit of dropping pots as your starting with base stats anyway so they don't make a huge difference.

While in principle this is very true, though I found at a certain point the extra stats are only an added bonus as (talking if you're running solo here btw) you get to a certain point and your progress slows right down, and that's when team play begins to shine more.
 
Thank you for the feedback!

Not sure what you mean about the HP/MP being leveled - I think allowing certain perks for leveling up is fine here anyway

I see what you mean about non-leaders locking the stage to new members, that should possibly be limited for only the Guild leader to do. There's a couple of warning messages but.. fingers gonna click

The problem is @slaughter , tao pets this needed to be done prior to entry to the battlefield, however you could tele into staging area with them so was abit confusing.
The other issue was the storage area access in the Staging area , it was your normal storage that you can access in any town etc , this led to quite few not having space to store kit thus teleing to town and putting stuff in AH only to find the instance was locked and couldnt enter staging area after as some had already hit and killed mobs ...
couldnt we have a NPC and put stuff in a locker outside the entry monolith not everyone has huge storage space or access to alts to pass stuff too .......
just a thought .... rem the average tao has like 5 bags of posion in bag 2 health rev stones and x amount of MP bunnies to chuck this away each week seems pointless ,,,
 
The problem is @slaughter , tao pets this needed to be done prior to entry to the battlefield, however you could tele into staging area with them so was abit confusing.
The other issue was the storage area access in the Staging area , it was your normal storage that you can access in any town etc , this led to quite few not having space to store kit thus teleing to town and putting stuff in AH only to find the instance was locked and couldnt enter staging area after as some had already hit and killed mobs ...
couldnt we have a NPC and put stuff in a locker outside the entry monolith not everyone has huge storage space or access to alts to pass stuff too .......
just a thought .... rem the average tao has like 5 bags of posion in bag 2 health rev stones and x amount of MP bunnies to chuck this away each week seems pointless ,,,

I guess the quick-fix solution to that would be to allow AH access in the staging area
 
Yes I agree, of course higher levels will have slightly better perks. So what? Does everyone not enjoy what they get from it, of course, you will always have a few whinge the expect everything lol

No whinging at all, had a good second run again as it is both an enjoyable addition to the server and great for a guild hunt. Was trying to think or offer an opinion on how it may be made to entice the smaller guilds or rather guilds made up of lower levels to have a chance at winning gold, silver, bronze rather than the bigger guilds to have added advantages.

Was just an opinion or are we not allowed those any more?
 
That's our first guild run in and good fun once your in and figured out what's what and killed a couple of hours, no complaints about exp or drops as think the cave is great for what it is, a cave for guilds to compete on a level playing field as far as you can.

Would like to see (although probably impossible) HP/MP evened out so all lvl's have the same advantage/disadvantage as would start the same. Currently higher level players have the advantage of higher base stats. No real benefit of dropping pots as your starting with base stats anyway so they don't make a huge difference.

The only issue we had was with the staging area, where people can tele in from the staging area separately we lost a member of the group as it was locked before we even started which was a bit harsh, it would be better if the group leader tele'd everyone in at the same time with the group not being able to tele in until all pets had been slaughtered and bags/belts completely empty.


Kinda causes friction in guild lol. Members was calling it the greed arena by the end of it. Some people was geeeding the demon hoard things and not telling anyone where they spawn or what they are. 5/6 people relogged and said they disconnected because they got bored. Most of the Grp was fighting lvl 159 bosses in lvl 50 kit. Stayed the full 2 hrs and got to stage 36 I think.
I think it needs to progress abit faster. More mid lvl items.
 
So are people whinging about poor kit as there used to better kit, or just the lack of suitable lvl kit to fight against the mobs, subs, bosses or is it the group is not big enough or balanced to counter what you encounter!!!

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Baring In mind it’s new and will take a good few attempts to understand certain things !
 
So are people whinging about poor kit as there used to better kit, or just the lack of suitable lvl kit to fight against the mobs, subs, bosses or is it the group is not big enough or balanced to counter what you encounter!!!

- - - Updated - - -

Baring In mind it’s new and will take a good few attempts to understand certain things !

Well a handful of the group had 170 items and the rest was wearing lvl 50-70 kits. Wasn’t enough higher items dropping enough to sustain the group. 16 people. Lack of items I suppose.
It should be coded that there’s one demon hoard spawned for every player on the map because my group there was like 5/6 demon hoardes each rs and the same 5 people got them every time.

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I do like it tho. But that’s because it’s new. Few adjustments should stop it fizzling out.

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Maybe a gold bar reward for each player who lasts the full 2 hrs?
 
Well a handful of the group had 170 items and the rest was wearing lvl 50-70 kits. WasnÂ’t enough higher items dropping enough to sustain the group. 16 people. Lack of items I suppose.
It should be coded that thereÂ’s one demon hoard spawned for every player on the map because my group there was like 5/6 demon hoardes each rs and the same 5 people got them every time.

- - - Updated - - -

I do like it tho. But thatÂ’s because itÂ’s new. Few adjustments should stop it fizzling out.

- - - Updated - - -

Maybe a gold bar reward for each player who lasts the full 2 hrs?

Have to agree the more you progress the more the dynamics change, now each guild will have its own tactics and response to item lvl drops for whats is needed to progress each wave.
as it is a guild event then that's the responsibility of the guild leader to see that the tactics and strategy are followed according to his her plan.
That said it is a new event and teething problems can be ironed out in the coming weeks.
Tweaks I feel needed are as follows

demon horde need to be more random across the battlefield top middle bottom.

class item drops need to be more balanced, last night a distinct lack of Tao weapons dropping Mid waves fight upwards as an example. ok we didn't have many Taos compared to say other guilds so maybe that was the class item check a % based on class in the event I dont know .....

Mana Trees need to progress in pot size as waves progress , ok i know larger pots drop but the amount of single small pots dropping was a little difficult to sustain a heavy mp based class guild wiz and taos , maybe its part of the strategy to use cost effective spells etc as and only when needed use the high mp usage spells ...

All in all I loved the arena, was a refreshing change and the idea of each week trying to be more efficient and organized to get that extra boss down and go that little further .. I know there will be some road block bosses to come .... can't wait to meet them and overcome them in time ,,.....
Great job Dev team....
 
Need to give it a month to really take a balanced view/ feedback, as it stands if everyone was getting kit for there level it would be easy and then just something else people get bored of quickly, that fact you don’t get all relevant items is what helps make it so much fun and a challenge. Teamwork and tactical awareness. Sure in the next few weeks it will be easier !!
 
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