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  1. #1
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    Join Date
    May 2013
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    From the way I see it. In game development class we went over how the difficulty of obstacles increase the further the level requirement becomes.

    So if a player is level 1 --> level 30 not much content, gear, quests, items etc to make such an enormous effort compare to leve 1 --> level 99.

    But the luck system was good when conditions were made to be either solo, low man and easy fight.

    Because you can kill mobs faster and move on to something else and in instant cases solo or only depend on 1-2 other people such as events like Abyssea its easier to handle. Because its low man event.

    The problem based on luck became difficult during VW. You needed procs, the right jobs.
    However the way I see VW implementation is like kill 1 boss and then a list of say 100 items drops at once then gets divided across each player.

    So if 18 players were partying and each person got 4 items. That would require 72 items to drop after kill then as each person opens a chest, 4 items falls per chest.

    Luck in this case would fall under 2 ways. Luck based on kill and luck based on who got the rare upon opening the chest.

    Now imagine if the drop system was based on this? That means every time random people switching in and out of parties get lucky and end up getting an item 1/1 or 1/10 etc. that means if you partied a boss 6 hours straight with the same people, one of the people in your group should have gotten it. But because parties randomly switch members, that's why some people got it 1/1.

    As if you were hunting a rare all day like BLM scroll and the minute you left someone else got it 1/1.

    However in the case of WR, imagine if 150 players fighting Hurkan. Then upon kill, if 150 items dropped at once.

    Server can handle it.

    150 players getting 4 items each would mean 600 items would have to drop from boss upon kill.

    BAM SERVER CRASH!

    Unlike VW, Wildskeeper Rieves does not give treasure box. But how I see Treasure box implemented is hiding behind the scenes is loot loading a certain instance that the server can handle while slowly adding increments to fill the rest. So if at 50 items out of 500, server can handle, it is automatically set to instantly drop 50 and then add 25, 25, 25 to prevent crash.

    Kind of like 250 people TP skill at the same exact time.

    The more people added on to the equations, the more items are required, the more resources are consumed.

    VW allow items to slowly distribute among players at the moment each person opened treasure box so there is control.

    But I'm only guessing this is how the system works and why you get crap loots, recycled items and no drops in WR.

    Which is why I think point system would work. That way players at random times can stop by NPC and purchase item instead.

    Evidence can be seen of this theory through macro swapping.
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    Last edited by Daemon; 09-09-2013 at 09:33 AM.