Seriously, add gear drops to the mobs and see what people do.
Make it like a .01% chance to drop the gear and see how people react to it :D
Seriously, add gear drops to the mobs and see what people do.
Make it like a .01% chance to drop the gear and see how people react to it :D
I really like this idea, because it would make people who run the darkhold 100 times actually get something out of it... rather than feeling cheated out of a 5th chest.
I like being rewarded for accomplishing difficult/important obstacles. Not for running a dungeon for the 400th time.
Super rare trash mob drops are the very worst kind of gear grinds I have experienced in endgames (also terrible are faction grind linked rewards).
No thanks.
So... Dynamis?
dynamis is a good example of a reason to not skip mobs in a dungeon and go straight for bosses(though bosses did give higher drop rates of some of those said items)
the basic idea is to give people a reason to want to do more then just skip the dungeon to fight the boss
i'd not mind a dynamis/salvage type event, but remember this, Se needs to increase the space of the retainer's and mainly inventory, or add residential area.
I didn't ask for a solution however there are far better examples of train proof mobs than adding such a terrible loot mechanic. Some ideas:
making certain mobs resistant to sleep would do quite a bit, as would not have teleporters that despawned all the mobs, mobs that have high enough damage ranged attacks, and placing more mini bosses or switches or other things which would take time in one place making training a less attractive option.
Really just about anything would be better than a dynamis like currency system or .001% super rare drop table.
Well even with extra retainer's I and some people are already almost maxed.. for some reason I would not expect it in a game like this, since it should be better than xi as you just said. You also did not get items in abundance like this in final fantasy xi ^_^.
I mine and craft, but have less space for gear, this is my only problem I am having right now.
You said people want bosses with loot. I'm saying its just the loot
why dont you just run it and kill everything with your own group if it bothers you so much?
yea i could see it working i think id go a little higher than .01 though lol. as long as people have options like i said in youre other thread it would work. lol as long as were not forced to kill or train everything that is
lol i put .01% on purpose, but yeah thats a pretty bad drop rate(for those who dont know, thats 1 in 10000 drops)
but id say getting a drop every 100 kills(so lets call it 1%) off trash is a fair tradeoff.
this is of course, with keeping chests with drops(make them different drops of course) and bosses(with their own unique drops) to give a variety of different ways to get various gear within a dungeon
How about a median solution. No gear drops but rare crafting material drops? Still at a low rate. I can't really think of anything comparable in XI other than the Dynamis crafting mat drops that every single LS sold anyhow. Not a new idea but at least it's rewarding in some way.
I agree with the disagreement on the gear drops. I absolutely hated that about Dynamis and in other MMOs with random world drops.