
Originally Posted by
FrankReynolds
People want progression. They want to know that what they are doing is making a difference. Random drops on 3-??? Fights are not progression. Even if they add other less valuable items as incentive to keep coming back. The primary drop item needs to have a reasonable and easily understandable path to obtainment. Otherwise people get discouraged and quit chasing it.
If people know they will have their desired item after 10 runs, they do 10 runs (Example). Devs should set the number of required repeats to be commensurate with the value of the item and the amount of time that they want people to continue the event.
If people know that it may take them 1 run or 1,000 runs, they give up after 5 (arbitrary numbers for example). That is what happened very quickly here. That is what will continue to happen because everyone knows that whatever the item it is, it will probably only be valuable for a very short amount of time. The longer it takes to obtain, the less time you are in possession of something of valuable.
You should never have to spend hours, days, weeks, months on an event without ever achieving your goal. We have real life to crush our souls and steal our innocence. Video games are for escape. The secondary drops, like scrolls, currency, etc. should be a bonus for people who want to come back and help. They should never be a consolation prize for the guy who did the event 1,000 times and never got his drop.
All that other stuff you are talking is nonsense.