Solution? In 2.0:
-no speed run,
-longer raids,
-more content to do in a day,
-12/24h bind at least in Hardmode
- much higher drop rate


Solution? In 2.0:
-no speed run,
-longer raids,
-more content to do in a day,
-12/24h bind at least in Hardmode
- much higher drop rate



My idea won't appease some of the casuals, but I think group content should produce 100% droprate on x amount of items per boss and last a minimum of 2 hours (not timed, but how long it actually takes to clear) with a 24 hour lockout based on entry time upon clearing it.
Ideally we would have a couple dungeons or whatever we can do at any given point in a current content patch. That way you can alternate between dungeons per night (or do them all if have more time to dedicate) and have time to do other things on your own. The last bit is more of a personal thing since I log on and do fights all night and don't have time to do what I want to do, but that's neither here nor there.
My problem is the repetitiveness of the current content. While yes, I would be doing said content everyday, I would be doing varied things once per day instead of fighting the same boss over and over 7-8 times per night. Garuda was the most predictable loot design we've had up until now because we knew after 20 wins (140 for everything worst case) we would gain at least one weapon if one didn't drop on its own. Fighting the same thing over and over and over in one sitting is just tedious and bland.
I agree with your OP, but I would stand to add:
Right now, skill isn't being properly rewarded. The group which does a 5 chest run without any deaths without using fruit at AV has the SAME % drop rate with their chests that a group which did a 3-4 chest run with several deaths and almost all 60 mins used does. It's ridiculous, I'm completely fine with RNG but only if it's fair :L
So, my ideal type of instance would be one that:
- has a cooldown on reentry after a certain number of attempts, or otherwise controlled
- has a decent starting drop rate that increases significantly with better performance (no deaths, faster runs, complete clear of instance)
- has a level of difficulty in line with desirability of drops
Right now there is TONS of content to do. But the problem is that the reason why a lot of people are still doing the content isn't that it's necessarily fun (although some of it is), it's that the drop rate is so low that you have to farm DL for months on end, and there are still a lot of unlucky people who need primal drops. If there is an item (let's say, for example, something as good as a relic or better), and the instance/NM to obtain it is hard enough to match the level of desirability for that item, then having a drop rate of 5% or lower is completely fine because it's a f*cking amazing ass item.
But right now Corselet and Heavy DL bodies aren't even necessarily the BEST pieces (compared to double-meld crafted), yet their drop rate is ridiculously low. And because the % is so low there's a very real possibility that some people will simply never see one drop. For an item that isn't of Excalibur/Lengendary level, that's pretty silly. Right now, with non-elite pieces, let's keep the drop rate reasonable.
Last edited by TheFatHousecat; 06-08-2012 at 07:05 AM.
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