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DEIMOS |
All i can say is dsoma platers think the hsoma drop rate is like heaven, and considering hsoma players are saying hsoma is demoralizing at times speaks volumes about both worlds
I started a thread other day about mag drops because I've been there solid on various chars for the last month or so and got 1 small ruby other day (forgot it had even been added) and red pods I dont think anybody has had one yet...?!? Dsoma mellee top shield - blood buckle, in my levels 100-110 (was capped pre.patch) I had 1 untag shield drop for me (all 10 levels at tarks - only mob that drops it) Dsoma mobs need to drop more relevant armour in their drop file Again mages - currently feral walkers that req 220?+ md to hunt still drop diabolist rather than omniscient, that's just madness in my eyes + all mage mobs should drop barr at the same rate/quantity as mellee mobs I believe in both worlds mage mobs are generally shocking compared to mellee mobs And rework untags atm they litter the ground
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[quote="DEIMOS"]All i can say is dsoma platers think the hsoma drop rate is like heaven, and considering hsoma players are saying hsoma is demoralizing at times speaks volumes about both worlds
I started a thread other day about mag drops because I've been there solid on various chars for the last month or so and got 1 small ruby other day (forgot it had even been added) and red pods I dont think anybody has had one yet...?!?
Dsoma mellee top shield - blood buckle, in my levels 100-110 (was capped pre.patch) I had 1 untag shield drop for me (all 10 levels at tarks - only mob that drops it)
Dsoma mobs need to drop more relevant armour in their drop file
Again mages - currently feral walkers that req 220?+ md to hunt still drop diabolist rather than omniscient, that's just madness in my eyes + all mage mobs should drop barr at the same rate/quantity as mellee mobs
I believe in both worlds mage mobs are generally shocking compared to mellee mobs
And rework untags atm they litter the ground[/quote]
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#16 2018/06/27 14:11:49 |
JACKELPUP |
I know it’s a cliché but ….
If you increase drop rates the rich get richer and the poor get poorer. The people who want increased drop rates appear to be; 1) Top end players who have pretty much everything and want more 2) Lower level players trying to catch up because they don’t have the stuff to compete Increasing has this effect for the two above; Top end players reach the top (again) and then want more (again). The proof is in the history – “demands” have already been met by the GMs and, once implemented, the peak is reached and wants/demands are issued again. Easy example – the cap raise to level 110. The lower level players suffer an ever widening gap. So, how do/did players get all the top end drops and stuff? They did it these ways; 1) Some played the game and collected buckets of stuff in the WH 2) Some traded well 3) Some learned skills and upgraded their own stuff 4) Some used macros 5) Some used bugs/cheats/exploits 6) Some people never achieved top end stuff / gear I have played for 3 years (give or take) and never achieved top end anything and I am one of the miserable damned that fall under “6” There is little point exploring the ratios between the above – we will all have our own opinions. Suffice it to say, we all know that there is a percentage to apportion to each. Magma’s were lauded to be brilliant for drops and even they received demands for “more and better”. Yet, most of us (me included) have never been able to hunt them. Increasing drop rates and/or adding to drop files further widens the disparity within the community. The “demands” of the few who have attained top end stuff should not be to the detriment of the vast majority of players who have not reached cap or who play casually. The addition of the Boars and Valks was very clever. Their drop files (mostly) created different paths for upgrades rather than making existing paths redundant or lower paths worthless. The “expansion” did not create any imbalance between levelling players. We all want to be “rich” and we all want things to be handed to us on a plate. What do you suppose happens to an economy if each person were to be given a large wad of cash in an easy to carry bag? When you worked out the answer to that you should be able to forecast the effect of “more drops” … Jac
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[quote="JACKELPUP"]I know it’s a cliché but ….
If you increase drop rates the rich get richer and the poor get poorer.
The people who want increased drop rates appear to be;
1) Top end players who have pretty much everything and want more
2) Lower level players trying to catch up because they don’t have the stuff to compete
Increasing has this effect for the two above;
Top end players reach the top (again) and then want more (again). The proof is in the history – “demands” have already been met by the GMs and, once implemented, the peak is reached and wants/demands are issued again. Easy example – the cap raise to level 110.
The lower level players suffer an ever widening gap.
So, how do/did players get all the top end drops and stuff? They did it these ways;
1) Some played the game and collected buckets of stuff in the WH
2) Some traded well
3) Some learned skills and upgraded their own stuff
4) Some used macros
5) Some used bugs/cheats/exploits
6) Some people never achieved top end stuff / gear
I have played for 3 years (give or take) and never achieved top end anything and I am one of the miserable damned that fall under “6”
There is little point exploring the ratios between the above – we will all have our own opinions. Suffice it to say, we all know that there is a percentage to apportion to each.
Magma’s were lauded to be brilliant for drops and even they received demands for “more and better”. Yet, most of us (me included) have never been able to hunt them.
Increasing drop rates and/or adding to drop files further widens the disparity within the community. The “demands” of the few who have attained top end stuff should not be to the detriment of the vast majority of players who have not reached cap or who play casually.
The addition of the Boars and Valks was very clever. Their drop files (mostly) created different paths for upgrades rather than making existing paths redundant or lower paths worthless. The “expansion” did not create any imbalance between levelling players.
We all want to be “rich” and we all want things to be handed to us on a plate. What do you suppose happens to an economy if each person were to be given a large wad of cash in an easy to carry bag?
When you worked out the answer to that you should be able to forecast the effect of “more drops” …
Jac
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#17 2018/06/27 14:19:54 |
LUPISCUS |
Fair points made by jac above tbh..... tho some improvements proly overdue
1. tweak of all mob drops to make them a bit more relevant would be nice....tho proly very time consuming 2. mayb have the very occasional dp/ ke ready made as a drop from top end mobs or bosses.. 3. re boss drops after SS and in general...some of these dp/ke's etc would give more incentive for all to attend events. 4. just more drops for me would be welcome tyvm x Oh and boss drops go straight into the bag of the last hitter
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[quote="LUPISCUS"]Fair points made by jac above tbh..... tho some improvements proly overdue
1. tweak of all mob drops to make them a bit more relevant would be nice....tho proly very time consuming
2. mayb have the very occasional dp/ ke ready made as a drop from top end mobs or bosses..
3. re boss drops after SS and in general...some of these dp/ke's etc would give more incentive for all to attend events.
4. just more drops for me would be welcome tyvm x
Oh and boss drops go straight into the bag of the last hitter[/quote]
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#18 2018/06/27 14:46:09 |
DEIMOS |
On par with say top end Lego drop rate, it would be nice to see something like 'guaranteed upgrade success x1' ticket or something,
Have seen many players rage quit (even if only for couple months) over breaking their top gear which they feel needs improving to stay competitive
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[quote="DEIMOS"]On par with say top end Lego drop rate, it would be nice to see something like 'guaranteed upgrade success x1' ticket or something,
Have seen many players rage quit (even if only for couple months) over breaking their top gear which they feel needs improving to stay competitive[/quote]
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#19 2018/06/27 15:04:26 |
VARSAN |
A new farming monster with all the top end items with no trash, with a very low drop rate
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#20 2018/06/27 15:12:49 |
MISERICORD |
"DEIMOS"On par with say top end Lego drop rate, it would be nice to see something like 'guaranteed upgrade success x1' ticket or something, I would hugely object to a guaranteed upgrade ticket - 95% of people who had one drop would sell it and only the richest characters in soma would be able to buy them. This would then serve to push their equipment even further forward compared to everyone elses which then helps them farm more efficiently which nets them more drops and the cycle continues. Possibly a 'safe' upgrade scroll in which the item isnt destroyed on an unsucessful upgrade. Possibly with a reduced chance of upgrade maybe ~33%. At least in this case everyone wouldnt have +8 gear in 5 minutes and people wouldnt rage quit when they nuke their best item.
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[quote="MISERICORD"][quote="DEIMOS"]On par with say top end Lego drop rate, it would be nice to see something like 'guaranteed upgrade success x1' ticket or something,
Have seen many players rage quit (even if only for couple months) over breaking their top gear which they feel needs improving to stay competitive[/quote]
I would[b] hugely[/b] object to a guaranteed upgrade ticket - 95% of people who had one drop would sell it and only the richest characters in soma would be able to buy them. This would then serve to push their equipment even further forward compared to everyone elses which then helps them farm more efficiently which nets them more drops and the cycle continues.
Possibly a 'safe' upgrade scroll in which the item isnt destroyed on an unsucessful upgrade. Possibly with a reduced chance of upgrade maybe ~33%. At least in this case everyone wouldnt have +8 gear in 5 minutes and people wouldnt rage quit when they nuke their best item.[/quote]
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#21 2018/06/27 15:18:39 |
DEIMOS |
not a bad shout :)
maybe both should be untradable? :) |
#22 2018/06/27 16:40:39 |
DEIMOS |
and yes - cant comment on hsoma bosses but dsoma -
insane pammy/gorshak/tiresias - unless in large groups these are not worth doing really, the damage taken is insane for very little return - the drop file is huge yet no end of times i have seen it drop nothing or just 1 rare weap also RDT used to be worth going for, these are basically redundant now on dsoma some proper upgrades items rather than ingrediant like lupi said would be nice and maybe make all wep drops epic+? (adjust drop rate to account for it thought it is already low) again - on dsoma all end weaps are only thrown into combine until intense is gained, this being down to an intense can add 10-10 + attack over an epic - which is 20+ after skill bonus, makes anything less than intense not worthwhile
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[quote="DEIMOS"]and yes - cant comment on hsoma bosses but dsoma -
insane pammy/gorshak/tiresias - unless in large groups these are not worth doing really, the damage taken is insane for very little return - the drop file is huge yet no end of times i have seen it drop nothing or just 1 rare weap
also RDT used to be worth going for, these are basically redundant now on dsoma
some proper upgrades items rather than ingrediant like lupi said would be nice
and maybe make all wep drops epic+? (adjust drop rate to account for it thought it is already low) again - on dsoma all end weaps are only thrown into combine until intense is gained, this being down to an intense can add 10-10 + attack over an epic - which is 20+ after skill bonus, makes anything less than intense not worthwhile[/quote]
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#23 2018/06/27 16:45:40 |
MICKYC |
i would say that a hard look at drop files for relevance is the most important thing to do - start with the high end mobs and the bosses and work backwards down the list
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#24 2018/06/27 17:14:43 |
FLAWLESS |
Unbiased view as whatever happens my activity won’t really increase.
The biggest issue besides absolute trash drops in mobs files, and mobs like NM which need more adding is the total RNG. You can spend 10 hours at mags and come away with 10 tabs and a couple of weps, or spend 10 hours and have nothing. The easiest and best way to address all problems is have a wide variety of repeatable mob quests like daily quests kill 1k 2k 3k 4K ect with tokens so players can choose rewards from a selection. None of this 7k nm for an epic nm hat shit either. Real relevant rewards from repeatable quests. That way players can guarantee x hours = min y reward
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[quote="FLAWLESS"]Unbiased view as whatever happens my activity won’t really increase.
The biggest issue besides absolute trash drops in mobs files, and mobs like NM which need more adding is the total RNG.
You can spend 10 hours at mags and come away with 10 tabs and a couple of weps, or spend 10 hours and have nothing.
The easiest and best way to address all problems is have a wide variety of repeatable mob quests like daily quests kill 1k 2k 3k 4K ect with tokens so players can choose rewards from a selection.
None of this 7k nm for an epic nm hat shit either.
Real relevant rewards from repeatable quests. That way players can guarantee x hours = min y reward[/quote]
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#25 2018/06/27 17:17:33 |
MINGEPIECE |
ive solo'ed tiresias b4 lol
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#26 2018/06/27 18:49:43 |
SLAYER |
Not sure if this one has been suggested, but how about a 'rested' increased drop rate that is based on number of mobs killed.
So what I mean by this is you get say 200 mobs (something realistic for a casual player) where each of those mobs has a 4x (whatever number) increased chance of a drop. After you have killed those 200 then it goes back to normal rate. Freemode disables the 200 4x rate. this needs to be restricted to normal mobs, not bosses. Not sure that can be coded... But I also like the idea of kill a certain number of mobs for tabs or armor etc, repeatable. Realistic numbers to not like 10k of a mob.
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[quote="SLAYER"]Not sure if this one has been suggested, but how about a 'rested' increased drop rate that is based on number of mobs killed.
So what I mean by this is you get say 200 mobs (something realistic for a casual player) where each of those mobs has a 4x (whatever number) increased chance of a drop.
After you have killed those 200 then it goes back to normal rate. Freemode disables the 200 4x rate. this needs to be restricted to normal mobs, not bosses.
Not sure that can be coded...
But I also like the idea of kill a certain number of mobs for tabs or armor etc, repeatable. Realistic numbers to not like 10k of a mob. [/quote]
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#27 2018/06/27 18:50:14 |
ISELIX |
Any GM response or comments please?
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#28 2018/06/27 19:12:42 |
SOMCHAI |
Drop rates are fine as they are, being a casual player with less time to play i certainly feel the pain of some here.
I agree with Jac in that many of those making asking for more are those who want more and more through greed, the same reason for them piloting and item buying, the creator of this thread being a prime example. Slayers idea is excellent but how you implement it without the usual suspects exploiting it is a challenge. More drops and upgrades is fun no doubt but those at the top will benefit most. Perhaps that's just the way the cookie will crumble.
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[quote="SOMCHAI"]Drop rates are fine as they are, being a casual player with less time to play i certainly feel the pain of some here.
I agree with Jac in that many of those making asking for more are those who want more and more through greed, the same reason for them piloting and item buying, the creator of this thread being a prime example. Slayers idea is excellent but how you implement it without the usual suspects exploiting it is a challenge. More drops and upgrades is fun no doubt but those at the top will benefit most. Perhaps that's just the way the cookie will crumble.
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#29 2018/06/27 19:55:33 |
DISCOBISCUIT |
I think drops and upgrades need retuned in a sense we are not in are low 20s or even teens most of us are close to or over 30 with families or starting a family at this point it's harder for the normal ppl to spend as much time in game as we used to and it makes it even harder when u do spend a decent amount of ur small free time just to get no drops or RIP what u did spend all the time farming
My suggestion to fix or alleviate this issue would be maybe as a 400-500b mag daily that u can turn in for hard-intense tag wep and a 2000-3000 weekly that gives a hard-int dhak tier wep would at least give something to work toward maybe numbers are to high on kill count for casual player so that could be tweaked but would help fix the feeling of wasting time not getting anything I think
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[quote="DISCOBISCUIT"]I think drops and upgrades need retuned in a sense we are not in are low 20s or even teens most of us are close to or over 30 with families or starting a family at this point it's harder for the normal ppl to spend as much time in game as we used to and it makes it even harder when u do spend a decent amount of ur small free time just to get no drops or RIP what u did spend all the time farming
My suggestion to fix or alleviate this issue would be maybe as a 400-500b mag daily that u can turn in for hard-intense tag wep and a 2000-3000 weekly that gives a hard-int dhak tier wep would at least give something to work toward maybe numbers are to high on kill count for casual player so that could be tweaked but would help fix the feeling of wasting time not getting anything I think[/quote]
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#30 2018/06/27 20:19:07 |
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