Post by cathedralmaster on Apr 21, 2016 19:09:49 GMT
Percentage drops on the Int and Wisdom artifact along with the portable hole just bugs people, forcing them to grind more, usually solo. It makes people miserable and adds a huge level of unfairness. I'm thinking of poor Tac with his 8 tries and no luck where I did 3 runs and got 2.
So I would like to suggest that the spawn be on a timer from when the area is first entered rather than an arbitrary percentage. For example, get to the third map of the toyshop in 30 minutes after entry and the sphere always spawns. It would not only remove a major source of unfairness, it would discourage soloers playing only for loot and get more people on the runs.
Post by Twilight Semner on Apr 21, 2016 19:36:49 GMT
I think simply increasing the percentage would be more fair. Making it time-based is just going create a further gap between "haves" and "have nots," as well as potentially flood the market and devalue these items. Let me explain:
If you make the Sphere spawn 100% if map 3 is reached within 30 minutes, you're going to have people who can do that in 20 minutes and people who can't do it in 45. Those that can do it efficiently could easily farm it on all servers, knowing that they'll get it each time, and then the others simply won't get the opportunity because they're not as "skilled." I think the percentage chance is nice it dissuades those who "don't want to waste their time" since there's a chance they won't get it - but of course that works both ways. It just seems to me that a higher percentage would help increase the rate without necessitating you being a 1337 pro to get it every time.
Various toons, needing various tags -- mostly lolfail tanks, some cores.
I think it should be left as is, unless MAYBE increasing the chance by 5%? I have had my share of "dry runs" thru Toyshop, and then i have had a bonanza in there. 0/8? not uncommon, but i know a very good friend friend of mine who
when he started here went OVER 50 times, (yes five-oh), b4 he got one. I felt bad for him and even offered to give him a couple, but he turned me down. As for the 30 minute thing, i am not that good of a player and even i can solo that
with a wiz and make it to the PH in less than 30 mins. Those things would become as common as crud loot on LL runs. Not trying to be harsh on either of you or anyone else , just sayin.
Its the roll of the dice - for the PH, for the Wis arti, Int arti, etc. etc..
Did you think of just asking to buy/trade one on bazaar? or post for one here? I'll sell/trade ya one if the price is right. I have seen em go for as little as 500M, to as high as 1.7B.
I would not be against an increase in the drop-chance.
Due to lower server activity and generally increased player power, these runs are not very common for groups - it tends to be the same few people grinding away and selling them.
The items are nice but certainly not uber-high demand now, today they are more of a 'who is bothered enough to keep spamming the same dull run' as opposed to being a difficult reward to achieve.
I think an increase to the drop-chance would make group-runs a bit more common, and improve satisfaction of the few grinders we have left.
.. Well dull runs, now that's a harsh opinion. And if the odds were raised, people would just farm them a few times less I guess. Not sure it would change the trading market much, besides making it a less depressing wall to overcome if you happen to get on the bad side of the dice goddess. If they were raised to 33% (1/3 instead of 1/4) or even up to 50% it would seem fair to me (edit: but not sure if necessary).
However, there have been many threads lately about drop rates of various objects in the game. Isn't that the type of game we choose to play - a game where you may end up doing 2, 10, 20, 60, 100+ runs to get what you want? Well, I guess discussion on what should be an appropriate amount of runs to do to achieve something is never out of place.
Sorry for doublepost and potential sidetrack, but isn't the great problem with these few set "low drop rate Q_Q_Q_Q_Q_Q" items the fact that there is very little besides the one farmed item to be attained in that particular run? I.E Black Pyramid, Beholders in particular, but also Toyshop. These runs don't provide high exp values compared to DB/Thids/Rona/..Even PoM - and usually don't have many other items that you need multiples of; i.e dustbone weapons, thids set items, rona sets (which are actually quite nice, bows and all), PoM sp ring, ranger gloves, etc etc.
Perhaps there should simply be an overhaul with exp ./ random drops? Currently there are 1. secrets assuming you have a searcher (and which often are, well, not very useful grenades) and low exp, and if the dicegod abandoned you with the one farmed item; very little or even absolutely no useful loot. Farming a run for the 1-3 guaranteed URs at end of a run (Beholder/BP) is no longer a good enough incentive. Same applies to Toyshop; though at least there are the arguably sometimes useful lvl 35 weapons and some remarkably better set items than BP/Behos.
So, to summarize: perhaps the issue isn't that single farmed drop item, but the run loot/exp as a whole? The 25% bonus drop should be a bonus, not the only reason to enter reward-wise.
A timer based reward seems like a double punishment to me. The slower group already takes more time to get there on top of not getting a reward. That's overly harsh. I could see "hard mode" challenges but timers are a touchy issue precisely because faster groups already get an innate advantage (namely; they spend less time on the run).
Random drops are a staple of RPGs and I don't see much problem with the drop rates currently, especially since they are so high (25% is quite high already). On the other hand, it is depressing to not win the 25% roll because if you don't get that drop you've essentially "wasted" your time on that run...since zero other loot is useful.
As already mentioned a timer seems exploitable. I'd be more in favour of having the exploded artifact drop shards, and enough shards could be taken to ixion and reforged. If for example you needed 6 shards to rebuild, over 8 runs you would expect 2 from 25% drop chance, and have enough shards from failed runs to rebuild one, leading to 3 artis, or a 37.5% chance vs 25%. However your worst case would be reduced to 6 runs. I don't think we want to proliferate the artifacts too much, so perhaps reducing the drop rate could make up for that to keep total artifacts introduced the same, but reduce the variance. Your drop rate would become