Revamping Open World Instance Zones - Nightmare Tier

Revamping Open World Instance Zones - Nightmare Tier
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
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.

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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).
Let's talk about why players should want to play this content:
  • 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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I like the idea of a hard zone. I don't know why people are getting so wrapped up on the loot or xp specifics which can be adjusted. The idea of bringing players to Kashyyyk for content is a good one.
Who knows. A lot of the time people try to find their one issue and once they have found it the rest is irredeemable. My loot suggestions are just suggestions. But I want there to be a reason for players to opt into the content so some suggestions need to be there. Otherwise it hard for the sake of being hard which was Grews point.
 
There was a recent PV to address the hunting questline in Kashyyyk which basically addresses the issue for needing harder content in Kashyyyk. From what I remember, that PV was very well received and thought through. It also involved group content within an instance (a time gated instance).
This PV started as "let's make it really hard content (but also soloable) with amazing loot and extra -everything-" to "let's just make it hard and we can forget about the loot", so what exactly is the point? If you want mobs that hit harder which require group play, that's already a thing and it's got a mound of issues of its own.

Here are three recent PVs addressing Kashyyyk content.


Two of these are even written by the OP of this very PV. They are far better thought out and put together than this one which, in my opinion and the one of a lot of others it seems, just trivializes current ways to acquire resources and rarer loot for the sake of mobs that hit harder. If we take away the loot and resources as has been suggested by the OP, we're left with mobs that hit harder. This already exists and itself needs addressed before more instances of "mobs that hit harder" are introduced to the game.
I had no idea you could link my previous PVs like that, that is excellent.

If you read almost all of my PVs on Kashyyyk the idea is not to introduce new groundbreaking content. The idea is to use existing systems to add variety and fun to a planet that is heavily under visited and utilized. Even with loot adjustments the conceptually these zones are not hard to make, scale, and build upon. This adds new content that can be added on later.

Staff is very creative and I know they have a interest in bringing Kashyyyk up to date. I hope you can tell by my focus that I aiming at a larger overhaul to the planet as a whole. A PV with every change would be like trying to pass a bill in congress (no thank you) . So What I aim for is. "I like this idea, i think some version of this implementation would be fun and dynamic" if it has general support i know for a fact that staff may use it as a reference to start developing their own plans.

I really appreciate the feedback if you have ideas to adjust your pain points I would love to hear them. That is true for everyone to be clear. Even if the PV ends up at -1000 if players give ideas that they think are cool or would help then staff WILL read it.
 
There was a recent PV to address the hunting questline in Kashyyyk which basically addresses the issue for needing harder content in Kashyyyk. From what I remember, that PV was very well received and thought through. It also involved group content within an instance (a time gated instance).
This PV started as "let's make it really hard content (but also soloable) with amazing loot and extra -everything-" to "let's just make it hard and we can forget about the loot", so what exactly is the point? If you want mobs that hit harder which require group play, that's already a thing and it's got a mound of issues of its own.

Here are three recent PVs addressing Kashyyyk content.


Two of these are even written by the OP of this very PV. They are far better thought out and put together than this one which, in my opinion and the one of a lot of others it seems, just trivializes current ways to acquire resources and rarer loot for the sake of mobs that hit harder. If we take away the loot and resources as has been suggested by the OP, we're left with mobs that hit harder. This already exists and itself needs addressed before more instances of "mobs that hwait harder" are introduced to the game.
I'm really just for the idea of adding difficulty to these semi abandoned instances to make players go to them more. Perhaps new loot could be added that doesn't mess with the current resource gathering methods? For example, maybe NK could become a 8-person difficulty boss which drops bane's heart again. Maybe the urnsor'i queen could drop a schematic for a new unique clothing item? I would balance it around group content rather than being soloable. This would give endgame PvE groups more to do than the 5 heroics, Hoth, or Mustafar, and I support it because of this alone.
 
I'm really just for the idea of adding difficulty to these semi abandoned instances to make players go to them more. Perhaps new loot could be added that doesn't mess with the current resource gathering methods? For example, maybe NK could become a 8-person difficulty boss which drops bane's heart again. Maybe the urnsor'i queen could drop a schematic for a new unique clothing item? I would balance it around group content rather than being soloable. This would give endgame PvE groups more to do than the 5 heroics, Hoth, or Mustafar, and I support it because of this alone.
I agree with this. Just taking content that is already there and updating it makes more sense then leaving it and trying to put all new stuff first. I think it should have both group and solo content though.
 
I agree with this. Just taking content that is already there and updating it makes more sense then leaving it and trying to put all new stuff first. I think it should have both group and solo content though.
The issue here is most these zone are jam packed with lvl 50-65 quest content. If you just go in and scale up bosses link the
Urnsor'is Queen then that will make the questline incompleteable for the low level or casual player.

The difficulty seperation basically makes its so that all the mobs are at challenging levels for solo builds/groups but does not take away the intial scaling that people use for basic leveling and questing. No one wants to take that away from them.
 
I like it! Kash has been neglected. Loot can always be adjusted or even just added later. Make Kash great again!
 
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.
 
Kashyyk is possibly my favorite planet in the SWG, so I dont see harm from adding instances with higher difficulties for those who wish to challenge themselves.
As was earlier posted, any potential rewards can be tuned and carefully picked by the Resto team, as they see fit. Upvote.