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  1. #1
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    SE already responded to one of these threads and stated quite clearly that they are NOT changing the drop rate for Darklight gear because of how good it is.
    Where did I say anything about darklight gear? How do you even know that's what I'm complaining about. I'm NOT proposing a modification of difficulty like in that quoted community team post. I"m proposing that they rescale the time investment such that you can only do these events at most a few times a day, and have a porportionally higher drop rate, so that you don't need to spend hours and hours doing the same content every day for a chance of a drop and be able to enjoy all of the rides in the theme park (to use Yoshi-P's analogy) instead of just one. I fail to see how spamming a raid or battle 10 times a day for an extended period of time is balanced and reaosnable.

    I'm NOT "drunk with entitlement." I do NOT want things to be super easy. I want things to be BALANCED. You keep throwing around childish insults instead of supporting your position. The funniest part of your flames is I don't even play WoW.

    You're not entitled to the current best-in-slot gear just because you really, really wish you had it and want to look cool in town.
    You're right. I'm not entitled to something just because I wish I had it and want to look cool. The good news is, that's not what I want. I want to play the content for as long as it's fun and enjoyable, and recieve a reward for my success by the time it's not fun anymore. Where the hell are you getting this idea that I want gear without doing anything? Do you really feel it should take 20 wins in a day before you're considered to have exerted any effort for something? Have we not proven ourselves the 10th time we've beaten something? Say we both beat the same raid 20 times. You get your Super Sword of Killing and I don't. We've both exerted the same effort- So how would I be an entitled lolWoWkiddy and you not?

    there should be gear in the game that is very rare.
    There should be some, yes. The problem is basically EVERY SINGLE EVENT IN THE GAME has the SAME shitty drop rates. EVERY battle and raid in the game except TotoRak which doesn't really count because it's low level has superlow drop rates.

    We've already asked for risk and reward to be balanced and laughingly got shot down by SE. the only other reaosnable way to address this issue is to scale the amount of time spent on a piece of content per day and adjust the drop rates porportionally.

    IMO there needs to be a fail safe or a light at the end of the tunnel if you will that rewards a players long term dedication and hard work. A strictly blind luck mechanic is archaic and outdated.
    If drop rates are to stay as low as they are, then something like this is necessary. I would rather work and make gradual progress to an end goal than have to grapple a random number generator.
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    Last edited by Alhanelem; 05-16-2012 at 02:23 AM.

  2. #2
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    Cthulhu's Avatar
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    Mar 2011
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    Gridania
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    Cthulhu Theeldar
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by Alhanelem View Post
    I"m proposing that they rescale the time investment such that you can only do these events at most a few times a day, and have a porportionally higher drop rate, so that you don't need to spend hours and hours doing the same content every day for a chance of a drop...
    How do we even know that that's not the way things work already? Has any one done any testing on the number of runs per day vs the number of drops? Everyone spamming the content could very well cutting their own throat, gorging themselves at the buffet, and then wondering why they are still hungry.
    (0)
    Quote Originally Posted by Cthulhu View Post
    What is best in life?
    Quote Originally Posted by Fernehalwes View Post
    To crush our enemies, see them driven before us, and hear the lamentations of their women.

  3. #3
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    Quote Originally Posted by Cthulhu View Post
    How do we even know that that's not the way things work already? Has any one done any testing on the number of runs per day vs the number of drops? Everyone spamming the content could very well cutting their own throat, gorging themselves at the buffet, and then wondering why they are still hungry.
    Uh, I don't think you understand what I'm saying at all. The drop rates don't go up over time.

    What I'm SAYING is- the devs have an expected average amount of time spent playing for items to drop. The drop rate is such that this average will be reality (again, it's an average. RNG will give some people stuff earlier and some later). Right now, that drop rate seems to be set based on the ability to repeat content every X minutes (currently 15) following completion, and that if people leverage this and play content as much as possible, then on average, most people will have the reward by Y number of days later.

    I'm proposing that the X in these calculations be changed, while the Y be left the same. Thus, with a hypotheitcal Y value of 7 days:

    Currently, X = 15 minutes. Let's just say it went to 2 hours, with the average number of days Y to recieve a reward being the same for both cases (7 days).

    You are able to win the content at best 1/8th as often as currently, but the drop rates are increased to a point where you still average out to people recieving their reward in 7 days. Thus, it still takes a comprable amount of real time for you to be rewarded, but you don't have to play the same content CONSTANTLY during that time.

    Again: this is a hypothetical scenario about un-named content. I'm not referring to any one specific event in the game.
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