Ok, serious question about what players think a balance should be like between MA and different player groups, but with a bit of a twist.
My angle is - what is it that should allow some players to do better than others?
A: knowledge of the 'open' systems - what mobs drop what, where to mine for what, what bps to craft, efficiency factors etc?
B: knowledge of the 'closed' systems - loot cycles, loot pool refills, bonus payouts etc?
C: various levels of 'valuable' equipment which can be bought to gain an advantage?
D: skill levels which may enable access to bits of A,B and C?
E: other stuff?
It appears to me that C has been diminished quite a lot in loot 2.0. Without being up amongst the ubers, it seems to me that the equipment advantage is now mostly channelled into 'better loot quality = mu' rate, rather than tt returns.
My assumption is that MA needs to tweek this a lot more, so that the difference between loot quality is high for just a small range of kill cost difference for any particular mob. By this I mean that a mob set at a basic kill cost of, say, 10 peds, should have most of the mu loot drop options set for kills which cost under 10 peds (either by a bit of luck with crits, or weaps which can kill in a few shots - and be lucky with higher damage/lower costs on a kill without even needing crits, or efficient weaps at over what used to be 3.0 dpp, for example).
Do people think areas A-E are now totally off balance, or that MA should work within C, for example?
I expect this thread can be both broad and narrow while being on topic. Looking for opinions - nobody has to be right here...
My angle is - what is it that should allow some players to do better than others?
A: knowledge of the 'open' systems - what mobs drop what, where to mine for what, what bps to craft, efficiency factors etc?
B: knowledge of the 'closed' systems - loot cycles, loot pool refills, bonus payouts etc?
C: various levels of 'valuable' equipment which can be bought to gain an advantage?
D: skill levels which may enable access to bits of A,B and C?
E: other stuff?
It appears to me that C has been diminished quite a lot in loot 2.0. Without being up amongst the ubers, it seems to me that the equipment advantage is now mostly channelled into 'better loot quality = mu' rate, rather than tt returns.
My assumption is that MA needs to tweek this a lot more, so that the difference between loot quality is high for just a small range of kill cost difference for any particular mob. By this I mean that a mob set at a basic kill cost of, say, 10 peds, should have most of the mu loot drop options set for kills which cost under 10 peds (either by a bit of luck with crits, or weaps which can kill in a few shots - and be lucky with higher damage/lower costs on a kill without even needing crits, or efficient weaps at over what used to be 3.0 dpp, for example).
Do people think areas A-E are now totally off balance, or that MA should work within C, for example?
I expect this thread can be both broad and narrow while being on topic. Looking for opinions - nobody has to be right here...