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Post by sareth675 on Jul 22, 2015 4:47:26 GMT -5
Which do you think should net you the most cash in a dungeon? Discuss.
Currently I think without a doubt everyone will say mob drops *cough* deader armor *cough* earns the most cash on the server. Is this good or bad?
I think bad. Loot nodes surely is where the... loot should be? Not on reclaimed armor scraps.
Currently I think it's about 70-80% of all cash gained comes from selling off mob drops. At least in the graveyard... In beetles / spiders it's 100% from loot nodes or 90% loot nodes 10% boss in the case of the spiders, which is again too weighted to one form of cash gain.
What sort of distribution would you lot like to see?
I'd like to see at least a 33% split across the board, though 40% from loot nodes and 30% from the two other sources would be nice. No one source should really accommodate for above 50% of all cash in a dungeon, as it becomes farmable. (stealthing through an area for valuable loot nodes without fighting, or ignoring detection for mass mob grinding, which leads to big clustered parties all mobbing one area for max rewards, or avoiding the dungeon just to get the boss drops)
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Post by argumantive on Jul 22, 2015 5:17:01 GMT -5
I would suggest than apart from the cash influx from dungeons, loot nodes should also contain a chance to have USEFULL equipment, while some enjoy crafting, I personally do not like it thus would be glad to be able to equip myself from the loot I find in nodes.
All in all, I would rather see less reliance on farming, minimizing the loot, but making it better.
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Post by kingofaquilonia on Jul 22, 2015 9:33:32 GMT -5
We don't want the loot drops to be too amazing as we want crafters to actually have a purpose. Crafters depend on other people buying things from them to raise their skill , even more so as selling price continues to drop.
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Post by sareth675 on Jul 22, 2015 10:25:58 GMT -5
I'm not saying there should be more loot, this is more about how cash income is currently distributed. And I'm saying in some areas it's weighted to heavily on one source, which could cause problems now or in the future.
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Post by kingofaquilonia on Jul 22, 2015 11:54:02 GMT -5
Yes I'm very much for making more money via dungeons I just don't want people finding the most amazing weapon they can get via a dungeon because people then won't come to a crafter to have one made.
Right now I'm pretty steamed about the rate of cash flow. It needs to be increased badly. It's pretty much a korean MMO level of grind right now.
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Post by argumantive on Jul 22, 2015 13:35:36 GMT -5
Crafters are needed as it is, you need someone to make a weapon exactly as you wish it? go to a crafter, my suggestion was breaking their monopoly on any reasonable loot. I am not saying start dropping weapon (100) left and right, but giving a chance to have something nice also for those who have no interest in crafting nor interaction with crafters, you won't have the best items, since they need to be crafted (100 lvl weapon with all mods) but you will have something good enough.
The topic asked for opinions regarding loot in general, not amount of sellable useless loot per run. I do think that killing bosses should reward a player with good equipment, same as exploration and whatnot. the same way I think that crafters should be needed, but not hold a monopoly on the good stuff.
The level of rage over a 40% decrease in just one avenue of income is quite surprising tbh, and as someone who played same korean MMO's, this place is easy on the grinding ( I do not see anyone grinding for 24 hours with two people on one account just to not fall behind ^^).
On a side note, I still make 200-300 running solo dungeons, or making 700 bucks spending less time on the hold'em minigame which is awesome, main point here being, loot should be rewarding in itself, and not just a fuel for crafting.
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Post by eba on Jul 22, 2015 16:00:44 GMT -5
Crafters are needed as it is, you need someone to make a weapon exactly as you wish it? go to a crafter, my suggestion was breaking their monopoly on any reasonable loot. I am not saying start dropping weapon (100) left and right, but giving a chance to have something nice also for those who have no interest in crafting nor interaction with crafters, you won't have the best items, since they need to be crafted (100 lvl weapon with all mods) but you will have something good enough. The topic asked for opinions regarding loot in general, not amount of sellable useless loot per run. I do think that killing bosses should reward a player with good equipment, same as exploration and whatnot. the same way I think that crafters should be needed, but not hold a monopoly on the good stuff. The level of rage over a 40% decrease in just one avenue of income is quite surprising tbh, and as someone who played same korean MMO's, this place is easy on the grinding ( I do not see anyone grinding for 24 hours with two people on one account just to not fall behind ^^). On a side note, I still make 200-300 running solo dungeons, or making 700 bucks spending less time on the hold'em minigame which is awesome, main point here being, loot should be rewarding in itself, and not just a fuel for crafting. I'm glad you can solo them dungeons mate. Some of us decided to use guns. its a 40 percent decrease, ultimately, on the majority of income. Gambling is, apparently, the only income not nerfed.
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