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  1. #2
    Player
    Cthulhu's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    199
    Character
    Cthulhu Theeldar
    World
    Excalibur
    Main Class
    Archer Lv 50
    Proposal

    A system of dynamic drop rates. A system that is mildly rewarding for just clearing content, but through player skill and repetition the potential for rewards can be increased. A mechanism for incentivizing certain types of player conduct is to be included.

    I came up with the basis for this system in another thread as what I suspected SE might have in place already. If they do have it already it needs some serious tweaking. A reward system based on fatigue is what I suspected because of it's popularity in the early core systems of this game at launch and the discrepancy from what I have seen for drop rates as a someone who casually runs endgame vs what more hard core endgamers are reporting.

    Basic System

    *note* all numbers are for illustrative purposes only. Also this is a systems not designed for most players now who are just consuming the incremental content until 2.0, but from a standpoint of people returning to the game now or starting it at 2.0

    Re-entry Cooldown Timer set @ 15 min.

    Drop Rate: @ 0 wins per 24 hours = 5%, @ 2 wp24 = 2.5%, @ 4 wp24 = 1.25%. and so on.

    That's the skeleton of the system right there. Low re-entry timer is kept so that casual gamers can fit multiple runs into a shorter time frame and content is spammable by those with more time for a greater chance at rewards. A cap is placed through diminishing returns on time invested to keep them from getting to far ahead of the more casual gamer. The diminishing returns also encourage players to cycle through all the content instead of spamming one instance.

    Player Skill and Incentivized Conduct

    Right now SE rewards player skill through placing the Darklight body armor in the Time Attack chest. Those players, who through repetition and teamwork, can beat the timer are given a shot at the body. I'm not going to say this is a bad method, but I think we can do better. Rewarding player skill with hidden modifiers to the drop rate. No deaths = .5%, Incapacitating key boss areas = .5%, 1 Primal already defeated in last 24 = .25%, both the other Primals defeated in last 24 = .5%.

    Modifiers that incentivize player conduct can also be added. No more than 2 of a class = .5%, All jobs represented = .5%, Player in the party without any wins today = .5%, Players in the party getting first win ever = 1%. We could even get crazy and incentivize other conduct in other typse of conduct. Slept in a bed the last 24 hours = .125%, retainer bazaar open in the market wards of GC's home naton = .5% Emoted /dance /laugh /psych /dance 1 min before entering = 10%

    There you have it. Please, please, point out any flaws you see in this system. If you have a fix for the flaws I pointed out in the first post please post it. The idea here is to poke and prod these systems in the light of day until we are left with a system with such clear advantages and such minimal flaws that the devs would look foolish if they didn't implement it.
    (2)
    Last edited by Cthulhu; 05-18-2012 at 07:23 AM.
    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.