review
acknowledged
NPC locked out
Warren Snicket
2026-05-23 03:37
While I think it's cool to see the NPC's also getting this new "Lock Out" feature, I think it's a bit unfair that it's globally rather than personal.
Logging on for the first time to find there is nearly an hour wait to fight any of the bosses is a bit of a killer.
Logging on for the first time to find there is nearly an hour wait to fight any of the bosses is a bit of a killer.
Comments (6)
Wrecksler
2026-05-23 05:22
The idea is to add more NPCs, and tune the wait time to where its impactful and rate limits "farming", but is not frustrating.
NPCs also burn AI tokens, and while currently I run AI model off of my own hardware, there is only so many concurrent requests it can handle. So this is also a way to reduce load on the server, a technical limitation.
But I hear ya.
NPCs also burn AI tokens, and while currently I run AI model off of my own hardware, there is only so many concurrent requests it can handle. So this is also a way to reduce load on the server, a technical limitation.
But I hear ya.
Warren Snicket
2026-05-23 06:03
With the addition of NPCs this makes sense (and it has been a treat to see the most recently added NPCs I should add)
As far as the hardware side of things go, that makes perfect sense. You gotta do what is needed to help keep the servers running buttery smooth.
I guess in the grand scheme of things this should also encourage us to challenge each other more - rather than just focusing entirely on the NPCs.
As far as the hardware side of things go, that makes perfect sense. You gotta do what is needed to help keep the servers running buttery smooth.
I guess in the grand scheme of things this should also encourage us to challenge each other more - rather than just focusing entirely on the NPCs.
Brandy King
2026-05-23 06:15
Ah, got it, I misunderstood the initial change, I thought it meant that only 'death' locked them out rather than knock outs too.
Wrecksler
2026-05-23 07:56
Brady King - yes, my initial idea was only for death to do it, but then I figured that a more flexible system of different lock out time for KO vs Death is better. It is also configurable per-character, so over time I should be able to tune it. For example the new Pracrice Dummy has no lockout time.
Wrecksler
2026-05-23 07:58
Warren Snicket - yes, and I also am trying to figure out the best approach here. PvP fights should be a lot more meaningful and impactful than PvE. I am considering either splitting what you earn (XP vs Chits) in pvp vs pve fights, or just paying out a lot more for pvp vs pve, or introducing a third kind of resource that can only be farmed in either pve or pvp (one of, not sure which).
Currently, however, I think your ELO changes only with pvp fights... or not.. need to double check.
Currently, however, I think your ELO changes only with pvp fights... or not.. need to double check.
Brandy King
2026-05-23 08:10
Your ELO changes only with pvp fights. My opinion would be to have the lockout timers be per-NPC like you said, but also per-person to a degree. So one person can't just farm it all continuously but you also avoid a situation where you're gated from playing due to others snatching them up.
As for the PVP, I fully agree that there should be a resource you only gain in PVP, to incentivize people to participate in it. You'd probably get more if you win but should get a good amount from losing too, so that even if you're not doing the best, you're still incentivized to go at it.
Could be something like 'prestige' or 'infamy'. As for what you do with it, maybe just some rarer items.
As for the PVP, I fully agree that there should be a resource you only gain in PVP, to incentivize people to participate in it. You'd probably get more if you win but should get a good amount from losing too, so that even if you're not doing the best, you're still incentivized to go at it.
Could be something like 'prestige' or 'infamy'. As for what you do with it, maybe just some rarer items.
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