girtsn
Slayer
- Joined
- Dec 7, 2005
- Posts
- 8,688
- Location
- Belgium
- Society
- Freelancer
- Avatar Name
- Girts Smilgs Niedra
It seems that last bulk event was just another case where a certain rare part was dropped to selective audience with no visible logic in sight, namely they (practically) didn't drop from maturities 8-10, but from lower ones instead. Maybe this was based on hp, bug, or whatever, but seemed pretty clear. This is especially questionable knowing that you screwed up the better loot on many higher maturity "normal" mobs by simplifying the loot system = making all maturities drop the same loot. So why not here?
And to be clear at once, not blaming the players but the system of distribution for rares seems too flawed and not motivational (in this instance like in many others, what is the point to have the skills and equipment to hunt 08-10 if 01-07 have all the good stuff?).
Imho could be better to base the drops based on turnover and make them assigned as randomly as possible (yes I know there can be no true random implementation, but you can still try to be as close as possible).
Just to name a few other cases not nearly random enough:
Yea I know many will again call me unwilling to adapt and to just (ab)use the system, but couldn't you do an effort to make it more fair for everyone and so that it is motivational for the ones trying hard?
And to be clear at once, not blaming the players but the system of distribution for rares seems too flawed and not motivational (in this instance like in many others, what is the point to have the skills and equipment to hunt 08-10 if 01-07 have all the good stuff?).
Imho could be better to base the drops based on turnover and make them assigned as randomly as possible (yes I know there can be no true random implementation, but you can still try to be as close as possible).
Just to name a few other cases not nearly random enough:
- waves - common, why is this needed? so some can be informed when there is a wave and do only then? motivational as &^&**.
- server restarts restocking rares...
- predictable time / kill patterns
- rare drops after coming back from long periods of inactivity, guess what it just motivates to do exactly that (not play try for a small period not play again) and demotivates actual committed players - last examples I remember Skalman and more recently Focus, sorry if mistaken
- items dropping during the instance type events - not sure what screwed logic is behind it but same avatars seem to be looting them again and again (mod hedoc is the perfect example, 2 to Stryker and 3 to Star)
- also for instance type event rare loots, why is there a difference between maturities and loots while not for normal mobs (e.g. mod hedoc only from cat 5?) imho it should be possible for cat 1 just smaller chance to happen...
- many cases of good loots dropping on occasional "drop by and try a bit" rather than one of the pile trying it for several days in a row
- quantities of same item dropping from same mob over and over very quickly until reserves depleted (ES500, regen nanochips)
- sudden esi rains (thing of past?)
Yea I know many will again call me unwilling to adapt and to just (ab)use the system, but couldn't you do an effort to make it more fair for everyone and so that it is motivational for the ones trying hard?