#Campsites

1 messages · Page 1 of 1 (latest)

hollow laurel
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I love them!

twin orchid
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Ahh got it! Here is perfect

hollow laurel
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I got you Bretton.

cold spoke
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Quite like them, unsure if they are needed in dungeons. But a massive shoutout for making the last boss the checkpoint in dungeons.

cerulean orbit
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They look good to me. I think with adventures being quick little intros, basically, they're solid.

limpid geyser
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We used them to skip trash packs by having the tank drag the pack out of the way so we could click a campfire later on

olive sandal
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I think they take a bit too long to activate but overall I like them. Checkpoints are always appreciated.

gritty plume
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I enjoy the checkpoint system, you can do some pretty cool skips with them. There are some weirder checkpoints like in nightpatrol where there are 2 of them basically in a row.

floral yew
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I like them and think they work well in this type of game

cerulean orbit
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Oof. can't say I'm a fan of skipping that way though O_o

languid shale
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I didn't even really notice that they weren't in Dungeons, but I really like them in Adventures. None of them feel out of place, and I really like the frequency with which they're made available.

More strategic placement for advanced routing could be really cool, but the Adventures are short enough that I don't think that's really possible without over-saturating the placements

plucky crest
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They're perfect. They explicitly tell you where you're going to respawn instead of having innate knowledge of the dungeon

languid shale
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^

floral yew
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I think it would be good if they just activated when you run by them instead of interacting with them

languid shale
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I like the interaction step, but they could maybe be a shorter cast time

limpid geyser
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There's one kinda weird thing where the last NP campfire can be clicked without pulling the pack next to it, but when you respawn there you instantly pull the pack

cerulean orbit
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Or maybe just a right click that doesn't have a cast bar

unkempt yarrow
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These are pretty amazing, I will say the only side piece with this is they shouldn't be near where a mob can spawn, specifically the last one in Night Patrol even though it is a crowded area, I would prefer it to be in a little alcove or something. We got stuck a little while because a mob in +12 Night Patrol was just camping the campfire that our Arteos was on by mistake.

All in all a great feature though and a nice checkpoint system

limpid geyser
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Catches a lot of people out and can be a bit of a noob trap

opaque trench
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I think they're a perfect visual indicator if nothing else. I would have loved to see campfires spawn (pre-lit) on boss kills as well to communicate the different respawns.

proud wharf
reef stratus
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I've gotten locked out of boss rooms more than once because I was activating a checkpoint in case we messed up a mechanic and wiped (wyrmheart caverns especially, if I'm not confident the tank will keep the boss pointed away from the party). Naturally getting locked out tends to cause a wipe, but at least there's a checkpoint nearby to shorten the walk of shame

twin orchid
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How would we feel about them spawning on bosses instead of auto setting Respawn point?

cerulean orbit
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I think that would be prefered. I also think locking the boss room from ONLY one direction is a good idea. Don't let people out but let people in.

proud wharf
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Near by would be fine also. I could see someone accidentally starting the boss before all spawned

cold spoke
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I'd absolutely forget to click them haha

languid shale
limpid geyser
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If you're doing more non linear / 4+ boss dungeons I think that would be preferable in some cases

languid shale
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^

hollow laurel
languid shale
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If doing non-linear, it would be cool to be able to re-activate ones you previously used to change your spawn point

olive sandal
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Bosses are already basically checkpoints in a dungeon, making them mechanical checkpoints too makes sense

languid shale
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(with something like a circular dungeon layout or w/e)

limpid geyser
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Sometimes you get a boss respawn point that's just worse than the previous one

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Or the starting area

opaque trench
severe robin
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I enjoy the idea of choosing if you want to light the fire or not

twin orchid
gritty plume
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100%

limpid geyser
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It also opens up your options to make dungeons less linear

patent meadow
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yeah definitely

opaque trench
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I'm worried for cursed runs where we forget to light them lol

limpid geyser
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Because you're no longer giving us a bad respawn down a long corridor

hollow laurel
patent meadow
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depends if you want death skips like that to be a part of the game but imo itd be sick to enable em

limpid geyser
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Drakeheart I would LOVE to be able to just die after the ranger boss an go right to the elemental

patent meadow
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any added optimization potential is fun

languid shale
# languid shale yeah I think so

@twin orchid actually slight change, auto-lighting with the option to douse them to disable I think would be good for that. Allows purposeful death routing, but is pug-protected for "normal" routing through a dungeon (saving you from all 4 forgetting to click/not realizing it spawns to click)

opaque trench
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I can absolutely accept the upsides of having the choice over the downside of forgetting sometimes and laughing about it

severe robin
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Player choice = good

cerulean orbit
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I mean they could make campfires fast travel points

patent meadow
cerulean orbit
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Why die

patent meadow
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you need the trash in between to re farm ult right

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it'd still be cool to see but

languid shale
twin orchid
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In Demonbrand we have that shortcut after the 1st boss on the way to the 2nd. That gets kind of redundant with campfires nearby or past that though

limpid geyser
cerulean orbit
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I know so wouldn't a fast travel point make more sense?

patent meadow
opaque trench
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Fast travel feels like cheating.

patent meadow
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my tank earlier just intuitively changed the route to pull more stuff after i blasted ult at a bad time before boss

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it shocked me and was really cool to see

cerulean orbit
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How is it different than jumping off a ledge tho

twin orchid
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I usually take the fast track under the stairs to skip the shortcut, but I guess campfires act a bit similarly

opaque trench
limpid geyser
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Yeah dont like fast travel

languid shale
reef stratus
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So some thoughts/suggestions from reading the thread:

  1. Remove automatic spawn point at bosses
  2. Spawn campfire at bosses, do not light automatically
  3. Make activating a campfire deactivate any other ones, so you can change your spawn point mid-dungeon (may be a bigger deal with larger non-linear dungeons or raids in the future...)
  4. Speed up activation time, so it's less tedious, if they now need to be activated after every boss (it's a bit like the mid dungeon looting problem, you don't want to slow things down too much, though not activating a spawn point after a boss could still make sense for speedruns when climbing leaderboards)
patent meadow
limpid geyser
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Does the cast time do anything if they cant be activated in combat?

patent meadow
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this game needs to distinguish itself from wow as much as possible without alienating potential players

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and ult mechanics are a sick way to do that

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for me at least

limpid geyser
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Ults make a LOT more sense when you have gear

patent meadow
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^ this too

languid shale
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yeah agreed, I just prefer it the other way. doesnt mean its bad tho

twin orchid
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Awesome feedback folks!

twin orchid
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Then we can add unique visuals to unlock for players that activate the campsite, and we’re gucci

opaque trench
languid shale
cerulean orbit
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heh

opaque trench
twin orchid
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Cast bar is there to reinforce intention and make sure you’re not accidentally hitting it if you don’t want to

cerulean orbit
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I see whay you did there

patent meadow
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btw off topic but devs being so hands on is sweet and the design philosophy displayed with the changes in this patch is very exciting. luv it

languid shale
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^

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ditto

opaque trench
severe robin
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I don't think the campfire takes too long to activate in it's current state, feels fine

twin orchid
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I think it’s 2sec cast

languid shale
gritty plume
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campfire activation time is not a big deal tbh

languid shale
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feels like a 25 sec cast sometimes

twin orchid
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Same as cannon after Pirate Captain boss

patent meadow
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1.5s would be nice but its really not that big of an issue yeah. people are usually naturally desynced in movement a little and you wait around at the boss for them to show up anyway

severe robin
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"After pirate captain" glad we're all accepting that he's the true first boss

limpid geyser
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^

twin orchid
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May also set the braziers to interact instead of needing to kill hellcallers before first boss in Demonbrand

languid shale
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if there's 1 thing ive learned in 20 years of playing wow and other mmos, 1.5 sec is crazy fast and fluid, 1.6 sec or greater is way too slow Pepega

opaque trench
patent meadow
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even as it is right now with people just winging it i have no issues w cast time

limpid geyser
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You feel it

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And its great

languid shale
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💯

patent meadow
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not necessarily? unless the campfire has some other effect im not aware of

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theoretically slightly less time would be lost if the fastest possible interaction (closest member) interacts with it

limpid geyser
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Healer isnt needed for the start of the pull

languid shale
severe robin
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An effect that isn't directly combat related? HEALER PROBLEM

limpid geyser
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Dps are doing more damage

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Tank isnt taking damage

gritty plume
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healers being told to do the odd jobs

limpid geyser
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It'll never change

patent meadow
languid shale
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^

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oh yeah in that case its just whomever

opaque trench
severe robin
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lmao

patent meadow
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my bad

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ur prob right healz do it

languid shale
hollow laurel
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Healers Tank Coin Boss - Change my mind.

patent meadow
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i feel like a lot of mechanics are kinda forced on the healers atm. like bael for example, makes no sense for any other role to control ball (still love the boss tho)