Have We Ever Heard?


Grey Pilgrim

 

Posted

Hey all, have we ever heard an official reasoning for why Crystals can be spawned randomly by Kheldians? I finally played through the final Kheldian arc (my Peacebringer is within sight of 50, at level 46), and it's pretty clear from there that there are supposed to be limited amounts of crystals, and that their coming to Paragon poses extreme danger (and defeating them and the two Nicti in the Council makes things safe enough on earth that some Kheldians can move on to other hot spots in the galaxy).

Yet... they'll get plopped down everywhere, at random, if a Kheldian is around or on a team. That... doesn't make sense. So, have we ever heard WHY they have been set up as they have? By the storyline, we really should only be seeing these Cyst Crystals in the Kheldian story arcs and in the caves in the Imperious Task Force.

I guess I can roll with Voids and Quantums popping up (though they don't work with some groups well... but I could see this being tricky to change up on a tech end), but the Cysts really do bug me. They're not a problem to defeat, but they really should be unique encounters, which they're not with the current setup.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

They're only supposed to appear in that one arc, AFAIK, but they never got around to removing them from the mob spawns in the rest of the game (amusingly, they won't spawn in MA missions, by player request).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
They're only supposed to appear in that one arc, AFAIK, but they never got around to removing them from the mob spawns in the rest of the game (amusingly, they won't spawn in MA missions, by player request).
This is my recollection as well. Basically they were only supposed to spawn under certain conditions, but for whatever reason that couldn't be fixed to work correctly so they made them far easier to deal with and then just kind of let it be.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

*sighs*

Okay, I kind of figured. I do wish that the game had been designed better with customization in mind. I'm sure that the devs often wish they could simply click a few things and decide where they can spawn, that they could have done power customization easier, etc.

It does bug me when some things like this that just don't work persist in the game, due to time constraints. I don't think things like this need to get fixed in a week or anything, but I do wish something would happen after years.

Little things do make a difference. I did like the new IO system when I came back from an 18 month hiatus just after I9, but what I liked more was all the little things that had been improved and changed in the game that made it even more fun to play. And story is something that keeps bringing me back to the game, that's for sure.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

To play Devil's Advocate, however, there's also something to be said for choosing your battles. Cysts, while annoying and potentially jarring from an RP perspective, are quite manageable as they currently present (unlike the way they used to be).

If we assume (pure speculation here, I have no knowledge one way or the other) that attempts to fix the spawning caused other bugs and turned out to be an extremely non-trivial matter to diagnose and repair, I can see weakening the cysts and backburning the issue. If it comes down to disabling Kheldian special spawns entirely or leaving things the way they are, I'd prefer the status quo.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Yeah, I know about picking battles... I would rather we could formshift better or have a bit more customization in our forms. I think I was just feeling a bit more exasperated about how much making do goes on in the game.

And again, I know that's a necessity with so many things in life and for the game, but you can get fed up with hearing it all the time. I also don't like hearing that Khelds are unlockables and are therefore must justifiable in putting on the backburner. Tons of people have 50s now, and they really should be treated like any other AT in that respect.

It is better that they're around and people know how to deal with them, at least. I don't think I would want them removed entirely, either.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory