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Hot Zones Preview
Old 12-25-2016, 11:50 PM   #1
Glitchless
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Default Hot Zones Preview

The 4th promised patch of 2016 (http://forums.nodiatis.com/forums/sh...ad.php?t=18912) is almost here: Hot Zones. Here is a preview of what they will implement. Feel free to give your opinion, since not everything is set in stone.

Every 2 days, after the 6am server time reset, bonuses and penalties will be assigned randomly to various zones. These bonuses and penalties will NOT be the same for everyone, however, they will be the same for all your own characters (assuming they are assigned to the same e-mail address). The reason for this is to encourage actual exploration and to reward those willing to do so themselves.

A hot zone is defined as a zone that currently has a bonus. The bonus may or may not be accompanied by a penalty, however, no zones will have just penalties and no bonus. Upon entering a hot zone you will receive additional information from the message that typically reads "You are entering such and such" detailing the exact bonuses and penalties which max typically at 10%, though some have a higher range. Towns can have bonuses as well, but they are currently limited to Adventuring and Active/Passive Experience bonuses.

Current possible bonuses include:
Double Hunting Chance
Double Fishing Chance
Double Trapping Chance
Double Woodcutting Chance
Double Mining Chance
Double Gardening Chance
Double Foraging Chance
Double Dust Collecting Chance
Double Gold Rush Chance
Double Trophy Stack Chance
Double Adventuring Exp Chance
Double Potion Stack Chance
Double Silk Stack Chance
Double Heroic Essence Chance
Active Exp Bonus
Passive Exp Bonus
Luck Bonus (Don't ask us. Ask yourself, "Do I feel lucky?")

There will be no hot zone bonuses or penalties for players under level 5. It is an added complication that may increase the confusion of players, and they don't really have the mobility to choose what zone they farm in regardless.
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Old 12-25-2016, 11:54 PM   #2
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double heroic ess possible?

Also will it be like zones lvl 1 - 100 or would it be like im a lvl 87 any zone 90+ will be a possible hotzone?
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Old 12-25-2016, 11:58 PM   #3
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Yes! ! I do feel lucky after reading this post. My beginning concerns are abolished by the tailoring of which zones instead same zone for everyone. Awesomeness. <3

Much excite

What possible penalties?
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Old 12-26-2016, 12:09 AM   #4
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Penalties are essentially the reverse. Rather than a chance to get double, it's a chance to get none.

Double Heroic Essence added.

Your level and zone level are inconsequential for their random assignment. It will be rather common for a zone to have some bonuses, but it may be difficult to find zones with the bonuses that you're looking for.
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Old 12-26-2016, 12:16 AM   #5
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any bonus is better than no bonus. however just need said zones to be farmable

Thanks for adding heroic's.

What about Double resource exp?
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Old 12-26-2016, 12:23 AM   #6
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Resource exp will benefit from the Active Exp Bonus
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Old 12-26-2016, 12:24 AM   #7
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Fair deal, cant think of anything else atm. nice work so far glitch, any ETA on patch arrival?
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Old 12-26-2016, 12:29 AM   #8
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2016

We've added active exp as a possibility for towns as well so it can help crafters.
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Old 12-26-2016, 12:40 AM   #9
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Oh! The angle didn't occur to me when you mentioned towns. Love you time >,< ha ha
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Old 12-26-2016, 03:50 AM   #10
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I am sorry just woke up and haven't coffee yet. A question please, there is a possibility that if i take my plants in a bonus city and make dyes there take double exp thatn if i stay in another one? thank you
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Old 12-26-2016, 05:44 AM   #11
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The way it is currently planned, if a town has an active experience bonus for you, then any crafting you did there would net you more experience, which would probably be between 1% and 10%
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Old 12-26-2016, 06:10 AM   #12
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will percentages be provided, so that we can 'shop' around in different zones? eg 5% bonus to foraging in goblin Swamp, but 8% bonus for foraging in fungi.

Also will bonus stack with arena bonus?
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Old 12-26-2016, 09:51 AM   #13
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It would be nice to see some high level zones get higher bonuses, like level 100-140 giving 10-40% bonus or something like that, to actually make use of them zones for farming.
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Old 12-26-2016, 10:50 AM   #14
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Quote:
Originally Posted by darklords View Post
Fair deal, cant think of anything else atm. nice work so far glitch, any ETA on patch arrival?
I bet you a tc that it'll be on the 31st
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Old 12-26-2016, 11:01 AM   #15
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Looking good so far...
Few more quick pick from top of my head:

- small discount at town stores
- town pays a bit more for your found drops (nothing big if you need to walk to next town for 1-2k)

- +2 tiers to MINIMUM resources found (for people tired of staring at red cabbage and tomatoes - available in zones 80+) this wo t give you more t30 just less junk)

- +1 crafting level in town - be able to press that dye sooner for low lvls who just starting their skills
- "luck" could be slightly increased chance for successful enchantrashing ?

- similar to active exp: have reduced penalties for 1 skill category: lIke Fenelia gets 94% max penalties when trophies offered at protection altar while reduced exp on others altars

-small chance when combining 2 items to get upgraded by 2 tiers (same result as successful enchantrashing.

- reduced cool downs for crafting/artistry in specific towns (bring those stacks next door to process them faster.

- increased amount of weight you can carry in specific zone = you can load up and gate more than usual saving you few trips a day.

Just few propositions right after I open my eyes ☺
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Old 12-26-2016, 11:45 AM   #16
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To kill 2 birds with 1 stone:

Bonuses to promote team farming (rare this days because high dps loosing while grouped with tank/low dps or generally low level player)

So: group bonus (farming on same square) would:

- give up to 60% (40% for group of 3) gold and loot compared to solo
- increased group acumen
- %chance to resourcess (flat 10% would make sense because it would promote teaming outside your future arena team so you don't loose your bonus)

-bonus to misc drops such potions and silks

Getting together to get mutual benefits would bring positive impact at community to counter anger related to arena.


And 1 more:

Rune power bonuses options:

- while activating runes from specific town you get small discount
-while donating rp in certain towns you get %bonus rp (encourage clannies to make their gold go further,
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Old 12-26-2016, 12:48 PM   #17
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Great job Glitch! Love all the updates you did for 2016 anxious to see whats coming for 2017 will you give us a small preview like you did for 2016?
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Old 12-26-2016, 02:44 PM   #18
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Hiya. What if the 'Double hunting Chance' bonus is in a zone with no hunting ? I suggest eliminating all the double chance resourcing types, and instead, have a chance for + 1 tier in all resourcing types in your hot zone. perhaps a smaller chance. I think this would benefit all in the long run more than a higher chance of getting 12-48 t. 5 resources.

Last edited by Ballrog; 12-26-2016 at 02:53 PM..
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Old 12-26-2016, 03:11 PM   #19
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Knoing Jeff there will be "zone check" before applying specific bonus...

However you got a point - instead just double chance - overall buff to specific resource will be better.
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Old 12-26-2016, 09:31 PM   #20
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Quote:
Originally Posted by Davross View Post
will percentages be provided, so that we can 'shop' around in different zones? eg 5% bonus to foraging in goblin Swamp, but 8% bonus for foraging in fungi.

Also will bonus stack with arena bonus?
Yes and yes.

Some of the other suggestions are overpowered. Increasing the tier of a resource is similar to giving 2x, so it would have to be a ~10% chance of occurrence. Since there are already items that do that, we think doubling stack size will feel more rewarding.

Zones will not receive bonuses to resources they don't have.
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