- Proposal
- Revamping Open World Instance Zones
- Justification
- This "Player Voice" will help revitalize instanced zones such as the Kkwoir Forest, Ryatt Trail, Ettyyy Hunting Grounds, and Myydril Caverns
- Motivation
- Encourage more open world interaction and play on this awesome planet!
SWG is a game that lives and thrives based on player interactions and stories. In the modern era, players often find themselves exploring the world alone or only with close friends. This "Player Voice" will help revitalize instanced zones by adding more difficult and rewarinding content. Zones such as the Kkwoir Forest, Ryatt Trail, Ettyyy Hunting Grounds, and Myydril Caverns. This could also lay the groundwork for more instanced adventure zones on new planets like Mustafar or adventure planets like Endor, Dathomir, and Yavin.
SWG gives us a very elegant solution to adding difficulty . For experienced players, the instance selection screen that appears when you enter the Ryatt Trail or Myydril Caverns will be familiar. The idea here is to add this instance window to all instanced zone content. Then take the bottom instance (i.e., Instance 3) and upscale the difficulty within that specific instance of the zone.
Once you zone in, the difficulty would be scaled to a level determined to be appropriate by the staff . We suggest that this scaling for most zones match normal heroic instance difficulty (Level 85 Silvers and Golds). The one exception here is the Myydril Caverns.
Myydril is a unique situation that should be scaled separately. Because it is an instanced zone within an instanced zone, it should be slightly harder than the Kkwoir Forest, becoming more difficult as you descend and approach the NK instance. For example, initial enemies could be Level 80 silver elites, and the Unsor'is could be Level 85 silver elites, scaling up to Level 90 elites as you approach NK.
The Ryatt Trail could use a similar system, with the difficulty increasing as you approach the Shadow Lands, and the pinnacle of difficulty being the Katarn. It would operate as follows:
This content is intended to require group play in these zones. However, we acknowledge that some builds will have advantages. CHs and Jedi may be able to solo parts of this content; however, given the nature of these zones, it would be high risk/high reward for most Jedi players.
For Jedi in particular, visibility tics should increase in these zones, which should lead to some excellent interactions with Bounty Hunters/Inquisitors/Vader. As far as CHs and other niche builds, this zone should be rewarding for those who choose a “soloing” build.
UPDATE: Due to the nature of this change we are removing the loot section of this PV. Loot & rewards are always determined by Staff and Senators so we would hate to see the PV weighed down by loot concerns.
SWG gives us a very elegant solution to adding difficulty . For experienced players, the instance selection screen that appears when you enter the Ryatt Trail or Myydril Caverns will be familiar. The idea here is to add this instance window to all instanced zone content. Then take the bottom instance (i.e., Instance 3) and upscale the difficulty within that specific instance of the zone.
Once you zone in, the difficulty would be scaled to a level determined to be appropriate by the staff . We suggest that this scaling for most zones match normal heroic instance difficulty (Level 85 Silvers and Golds). The one exception here is the Myydril Caverns.
Myydril is a unique situation that should be scaled separately. Because it is an instanced zone within an instanced zone, it should be slightly harder than the Kkwoir Forest, becoming more difficult as you descend and approach the NK instance. For example, initial enemies could be Level 80 silver elites, and the Unsor'is could be Level 85 silver elites, scaling up to Level 90 elites as you approach NK.
The Ryatt Trail could use a similar system, with the difficulty increasing as you approach the Shadow Lands, and the pinnacle of difficulty being the Katarn. It would operate as follows:
- Level 1 - The Common Paths: Level 77 Silver Elites
- Level 2 - High Grounds: Level 80 Silver Elites
- Level 3 - Wroshyr Canopy: Level 83 Silver Elites
- Level 4 - Web Weaver Path: Level 86 Silver Elites
- Level 5 - The Shadowed Lands: Level 90 Silver Elites
- All levels would have the unique named enemies as Gold Elites of the same level (i.e., Katarn and Scratch would be lvl 90 Gold Elites).
Zones would reward Augs and Enhancers at the Normal Heroic level.Myydril Caverns would be a great place to add a new material, Nak’tra Crystals.Should not change any quest lines, but if you have not completed a quest line, you should be able to enjoy a more challenging experience.Offer a significant XP increase (a 50% XP buff in Kkwoir Forest, Ryatt Trail, and Ettyyy Hunting Grounds, and a 75% increase in Myydril Caverns)Improved harvesting for Hide/Meat/Bone (100–300% Harvesting Bonus).Should reward more valuable junk loot. The loot table should be the same as higher-end content, like Nightsisters.Introduce the Sayormi and Outcasts as an alternative Holocron farm for Sith Meditate and Waistpack Collection drops.Should drop only 89+ Isomerase Enzymes and provide high quality Hydrolase Enzyme farming
This content is intended to require group play in these zones. However, we acknowledge that some builds will have advantages. CHs and Jedi may be able to solo parts of this content; however, given the nature of these zones, it would be high risk/high reward for most Jedi players.
For Jedi in particular, visibility tics should increase in these zones, which should lead to some excellent interactions with Bounty Hunters/Inquisitors/Vader. As far as CHs and other niche builds, this zone should be rewarding for those who choose a “soloing” build.
UPDATE: Due to the nature of this change we are removing the loot section of this PV. Loot & rewards are always determined by Staff and Senators so we would hate to see the PV weighed down by loot concerns.
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