Loot scaling please explain why, how is it better?
Enchanted Warrior
When I left (open beta for lotro), they used to flag farmers and we would see a message stating we should not exit/enter often to try and farm etc..(or words to that effect).
Now they have loot scaling which means I can fight a high level boss and get re6 items. O.o I completed a tough dungeon and got a blue scroll and a white axe that should drop outside Ascalon. Do players think this is good and wow it's really more fun now?
What am I missing? Also, with all the farming, (only thing to do when you have done all the missions or all you care to) will the loot scaling get even worse?
A friend suggested they needed to reduce server load and wanted to drive players away since they make no monthly income off subs. (Which I replied "take your meds, you're losing it." But ya know, crazier things have happened.).
Did ebayers bring this about? (selling items for real monies on ebay)??? And don't get me started on treasure chests, ran them on all characters, I received purple junk mostly and a few golds with req13, 19% chance etc.. WTF happened?
To show I'm not just a complainer. I think with a few tweaks GW could outdo Warcraft. Gorgeous graphics, compelling storyline, what we really need is a total revamp on loot and rewards.
Note: To those reading this that are not current players, it boils down to high end mobs dropping worthless items with a 99% frequency, and only those that farm over and over have any chance at obtaining desired items, which them sell them in game for high in game money (well they used to).
Now they have loot scaling which means I can fight a high level boss and get re6 items. O.o I completed a tough dungeon and got a blue scroll and a white axe that should drop outside Ascalon. Do players think this is good and wow it's really more fun now?
What am I missing? Also, with all the farming, (only thing to do when you have done all the missions or all you care to) will the loot scaling get even worse?
A friend suggested they needed to reduce server load and wanted to drive players away since they make no monthly income off subs. (Which I replied "take your meds, you're losing it." But ya know, crazier things have happened.).
Did ebayers bring this about? (selling items for real monies on ebay)??? And don't get me started on treasure chests, ran them on all characters, I received purple junk mostly and a few golds with req13, 19% chance etc.. WTF happened?
To show I'm not just a complainer. I think with a few tweaks GW could outdo Warcraft. Gorgeous graphics, compelling storyline, what we really need is a total revamp on loot and rewards.
Note: To those reading this that are not current players, it boils down to high end mobs dropping worthless items with a 99% frequency, and only those that farm over and over have any chance at obtaining desired items, which them sell them in game for high in game money (well they used to).
Black Metal
The way I see it is this:
Loot scaling is better because it doesn't affect the things most sought after, especially for farming: event items, rare mats, golds, greens, collector items. Just affects white junky crap and money.
The way it used to work was a gradual decline across the board while farming, to the point where you were in a huge pit and got nothing for long periods, and had to work to 'reset' anti-farm code (this is what it was called, and what loot scaling replaced) by doing mundane stuff you didn't really care to be doing.
Also, there's virtually no Ebay market for selling in-game goods. More the opposite way, sites selling in-game gold for money (which we all know is bad and abuses human rights of all those poor chinese farmers chained to their puters).
If you are looking to see if you can get rich, forget it, the ship of farming for riches sailed long, long ago. If you are looking to see if farming is easily done and nets lots of nice items, then yes by all means go for it.
The ability to farm, with pve skills, controllable heroes (to clear the area), perma sins, with loot-scaling, farming has never been easier. This point directly refutes your friend's suggestion.
Of course the decline in prices you can sell stuff for somewhat offsets that (virtually all greens nearly worthless, inscribable everythings make perf mod non-inscr stuff cheaper and less sought after, craftable golds and end-game trade ins also contribute for less demand for farmed stuffs).
Personally most of what I farm is stuff I want for myself, such as v spears, gold r9 15^50 canthan skins, certain greens, plus mods for everything, so the price decline doesn't affect me so much.
Loot scaling is better because it doesn't affect the things most sought after, especially for farming: event items, rare mats, golds, greens, collector items. Just affects white junky crap and money.
The way it used to work was a gradual decline across the board while farming, to the point where you were in a huge pit and got nothing for long periods, and had to work to 'reset' anti-farm code (this is what it was called, and what loot scaling replaced) by doing mundane stuff you didn't really care to be doing.
Also, there's virtually no Ebay market for selling in-game goods. More the opposite way, sites selling in-game gold for money (which we all know is bad and abuses human rights of all those poor chinese farmers chained to their puters).
If you are looking to see if you can get rich, forget it, the ship of farming for riches sailed long, long ago. If you are looking to see if farming is easily done and nets lots of nice items, then yes by all means go for it.
The ability to farm, with pve skills, controllable heroes (to clear the area), perma sins, with loot-scaling, farming has never been easier. This point directly refutes your friend's suggestion.
Of course the decline in prices you can sell stuff for somewhat offsets that (virtually all greens nearly worthless, inscribable everythings make perf mod non-inscr stuff cheaper and less sought after, craftable golds and end-game trade ins also contribute for less demand for farmed stuffs).
Personally most of what I farm is stuff I want for myself, such as v spears, gold r9 15^50 canthan skins, certain greens, plus mods for everything, so the price decline doesn't affect me so much.
OrionVolaju
I see the logic they were using. Less drops with lower party size would mean the bots would less effective. But at the same time it defys it's own logic. What that does is make it harder for people to make money so they are less likely to farm. Meanwhile the bots who have no fear of repetitive tasks will be able to run like normal just with lower results.
Sooo... It takes longer to get gold, (via whites) so gold it thus rarer in a sense. So the gold sellers will still do it (you can still make money from farming whites it's just a lot slower) and charge more for what they get. Gold sellers then get more money. Normal players can't handle the slower rate so they farm rare mats, mainly ecto's, which drop the price of everything else.
Gold sellers make more. Economy goes down quicker. Doesn't work to well to me but hey, I'm not a "whining rich merchant", I don't even have 50k so it doesn't bother me that much.
Sooo... It takes longer to get gold, (via whites) so gold it thus rarer in a sense. So the gold sellers will still do it (you can still make money from farming whites it's just a lot slower) and charge more for what they get. Gold sellers then get more money. Normal players can't handle the slower rate so they farm rare mats, mainly ecto's, which drop the price of everything else.
Gold sellers make more. Economy goes down quicker. Doesn't work to well to me but hey, I'm not a "whining rich merchant", I don't even have 50k so it doesn't bother me that much.
Ate of DK
Prices have fallen and all you need to complete the game is easy available. Things are all better now.
Enchanted Warrior
What I want (and thanks btw for the concise replies, well done both of you ) is a reward worth keeping. I wouldn't give a pair of fetid dingos kidneys if they dropped the random loot all together and just issued quest driven rewards, and/or barter items like lotro does.
When you finish a difficult dungeon and get a gold staff with 17% chance and req13 OUT OF THE CHEST, you really feel like you've been kicked in the bollocks.
As for making in game money, the gold (coins) drops do that easily. I have no problem getting money for whatever without farming. Loot, salvage etc.. I don't bother selling items, they either get salvaged or sold to the merchants. Most runes I salvage or sell after id'ing them. I have elite armor on all my mains and even a full set of vabby on my paragon.
When you finish a difficult dungeon and get a gold staff with 17% chance and req13 OUT OF THE CHEST, you really feel like you've been kicked in the bollocks.
As for making in game money, the gold (coins) drops do that easily. I have no problem getting money for whatever without farming. Loot, salvage etc.. I don't bother selling items, they either get salvaged or sold to the merchants. Most runes I salvage or sell after id'ing them. I have elite armor on all my mains and even a full set of vabby on my paragon.
Ate of DK
Black Metal
They usually aren't. Sometimes they are. I got a r9 Storm Daggers just taking one of my lesser-played chars through just the first time. They are customized now.
The old adage 'skins are just vanity, max stats are easily obtained and get the job done just as well' still holds value.
The old adage 'skins are just vanity, max stats are easily obtained and get the job done just as well' still holds value.
Yawgmoth
Loot scaling was very much needed from the very beginning, but it was quite poorly implemented - worst part is that Gold items aren't affected - this makes them about 2-3x more common than purples!
Loot scaling made gold production from farming greatly reduced = much less gold in economy, but HM introduced ridiculous Gold item droprates, which are not affected by LScaling, and those 2 facts combined caused one thing -> perfect gold items became practically worthless merchant trash.
It was the killing blow to GW economy, far greater than all others.
Loot scaling made gold production from farming greatly reduced = much less gold in economy, but HM introduced ridiculous Gold item droprates, which are not affected by LScaling, and those 2 facts combined caused one thing -> perfect gold items became practically worthless merchant trash.
It was the killing blow to GW economy, far greater than all others.
Enchanted Warrior
Another friend pointed out, if you can play the game and not care about the rewards, fancy armor, then you'll enjoy gw. I replied, and on what planet do these people hail from? LOL
Ate of DK
They are around, but rare amongst the people I played with. Most of my friends are experienced PvP players with maxed out PvE characters and equipment.
RupDur78
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To show I'm not just a complainer. I think with a few tweaks GW could outdo Warcraft. Gorgeous graphics, compelling storyline, what we really need is a total revamp on loot and rewards.
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with that said what "tweaks" do you think are needed and how would you redo the rewards and loot because if you want to put in the wow/da2 system of you can never get a perfect item. then i have to disagree 100%
immortius
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Now they have loot scaling which means I can fight a high level boss and get re6 items. O.o I completed a tough dungeon and got a blue scroll and a white axe that should drop outside Ascalon. Do players think this is good and wow it's really more fun now?
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What am I missing? Also, with all the farming, (only thing to do when you have done all the missions or all you care to) will the loot scaling get even worse? |
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Note: To those reading this that are not current players, it boils down to high end mobs dropping worthless items with a 99% frequency, and only those that farm over and over have any chance at obtaining desired items, which them sell them in game for high in game money (well they used to). |
It would perhaps be nice if it was assured that end-dungeon chests give an item with a max component, or perhaps if there was some way of getting a quest to achieve one (remove random grind by having a path to achieve a goal, but probably too late for that). Would have to consider the effects on the GW economy though, and rare skins should be kept like they are now (who needs them anyhow?).
cellardweller
The the classic griffon run used to take about 5 minutes, kill 14 odd griffins and handful minotaurs and pull in ~20k/hr worth of rubbish. Extrapolating that to the raptor run which takes one minute and kills 34 dinos, it would be pushing around 150k per hour per farmer into the economy just through white/blue merchant fodder if it weren't for loot scaling.
HawkofStorms
Loot scaling was one of the best things that happened to me in this game.
I used to farm hardcore. Now I actually play the game and only farm every once and a while if I'm bored (or during special weekends, but since those items are exempt from loot scaling, that doesn't really count)
Loot scaling removed the "get ahead" attitude people had in Guild Wars. All the rich people in the game were power traders. To power trade in the first place, you needed some money to start out with (otherwise one or two bad investments would tie up all your cash). To do that, you had to farm. But to be able to start power trading effectively, you needed to farm faster/longer then the other guy, or else your relative wealth remained static.
Loot scaling removed the need to farm in order to get wealth in the first place, by making it just as profitable to do normal gameplay.
I used to farm hardcore. Now I actually play the game and only farm every once and a while if I'm bored (or during special weekends, but since those items are exempt from loot scaling, that doesn't really count)
Loot scaling removed the "get ahead" attitude people had in Guild Wars. All the rich people in the game were power traders. To power trade in the first place, you needed some money to start out with (otherwise one or two bad investments would tie up all your cash). To do that, you had to farm. But to be able to start power trading effectively, you needed to farm faster/longer then the other guy, or else your relative wealth remained static.
Loot scaling removed the need to farm in order to get wealth in the first place, by making it just as profitable to do normal gameplay.
Jade
When loot scaling was implemented I was outraged. Take the following example:
Example A
5 guys rob a bank, steal 5,000,000 dollars and it takes them 15 minutes.
-That's 1,000,000 dollars each.
Example B
1 guy goes into the same bank and steals 5,000,000 and it takes him 15 minutes.
-That's 5,000,000 just for him.
Sure it might take more planning and equipment, but if the lone guy can pull it off doesn't he deserve to get the whole amount of cash just for himself?
Here's the same situation, but with loot scaling.
Example A
5 guys rob a bank, steal 5,000,000 dollars and it takes them 15 minutes.
-That's 1,000,000 dollars each.
Example B
1 guy goes into the same bank and the teller tells him it sucks that he didn't bring his 4 friends with him and he only walks away with 1,000,000 dollars.
Now if I go to kill 20 trolls all by myself outside Droks (settle down you trolls it's just an example) the same amount of loot should drop for me as drops for a full group. It's harder by yourself, for the most part, therefore (sp?) the reward should be greater.
Now though, I just take it in stride. I realized a year or so back that I don't need money to enjoy this game. I have some, don't get me wrong, it just doesn't seem to be as important as it used to be. If I do want to outfit one of my characters heroes with some cool skins, I shouldn't have to farm with a whole fricken group just to get the stuff I need.
What we all really need is for someone to make a program like GWx2, except make it GWx8. Then 1 person, theoretically of course, could get all the loot for himself.
One more thing just popped into my big hairy head, bear with me. Has anyone ever got together with a group of 8 people and farmed a given area a bunch of times (say 50-100), taken note of every single drop, and then farmed the same area with just 1 guy (again 50-100 times) to see if the drops are really 1/8 as much?
Example A
5 guys rob a bank, steal 5,000,000 dollars and it takes them 15 minutes.
-That's 1,000,000 dollars each.
Example B
1 guy goes into the same bank and steals 5,000,000 and it takes him 15 minutes.
-That's 5,000,000 just for him.
Sure it might take more planning and equipment, but if the lone guy can pull it off doesn't he deserve to get the whole amount of cash just for himself?
Here's the same situation, but with loot scaling.
Example A
5 guys rob a bank, steal 5,000,000 dollars and it takes them 15 minutes.
-That's 1,000,000 dollars each.
Example B
1 guy goes into the same bank and the teller tells him it sucks that he didn't bring his 4 friends with him and he only walks away with 1,000,000 dollars.
Now if I go to kill 20 trolls all by myself outside Droks (settle down you trolls it's just an example) the same amount of loot should drop for me as drops for a full group. It's harder by yourself, for the most part, therefore (sp?) the reward should be greater.
Now though, I just take it in stride. I realized a year or so back that I don't need money to enjoy this game. I have some, don't get me wrong, it just doesn't seem to be as important as it used to be. If I do want to outfit one of my characters heroes with some cool skins, I shouldn't have to farm with a whole fricken group just to get the stuff I need.
What we all really need is for someone to make a program like GWx2, except make it GWx8. Then 1 person, theoretically of course, could get all the loot for himself.
One more thing just popped into my big hairy head, bear with me. Has anyone ever got together with a group of 8 people and farmed a given area a bunch of times (say 50-100), taken note of every single drop, and then farmed the same area with just 1 guy (again 50-100 times) to see if the drops are really 1/8 as much?
Chthon
Quote:
Note: To those reading this that are not current players, it boils down to high end mobs dropping worthless items with a 99% frequency, and only those that farm over and over have any chance at obtaining desired items, which them sell them in game for high in game money (well they used to).
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You are confusing loot scaling with bad drop tables.
Loot scaling caps the overall vendor-value/time of your drops by causing white, blue, and purple items that you would otherwise get to not drop if they would put your vendor-value/time over the cap.
It has no effect whatsoever on the golds, greens, and rare crafting materials that you're complaining about not getting. You just want a higher drop rate. That has nothing to do with loot scaling.
Chocobo1
I don't understand this, how are golds exempt from loot scaling? I remember when I first started my raptor runs and it wasn't uncommon to get around 6 golds in a run. After a few months of doing it I was lucky to get 1 or 2 per run. I thought this was loot scaling, that the more you farm an area the less chance there is of rarer items droping?
Enchanted Warrior
Basically the system in Lotro where you obtain barter items that are bind on acquire, for armor etc, and build your elite items that way. They now have legendary weapons that become better as you level etc. It's not perfect but it's light years ahead of gw. Also they have crafting as a profession, which is a big plus to those looking for alternatives in game when they get bored.
Black Metal
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I don't understand this, how are golds exempt from loot scaling? I remember when I first started my raptor runs and it wasn't uncommon to get around 6 golds in a run. After a few months of doing it I was lucky to get 1 or 2 per run. I thought this was loot scaling, that the more you farm an area the less chance there is of rarer items droping?
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Loot scaling was introduced in the April 20, 2007 game update. The amount of drops you get are scaled to your party size and to the speed at which enemies are killed.
The following are affected by loot scaling:
* Common (white) items
* Gold
The following are exempt from loot scaling:
* Skill Tomes
* Scrolls
* Dye
* Rare materials, such as Ectoplasm
* Gemstones from the Domain of Anguish
* All other rare (gold) items
* All unique (green) items
* Special event items
any other questions?
Chocobo1
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http://wiki.guildwars.com/wiki/Loot_scaling
Loot scaling was introduced in the April 20, 2007 game update. The amount of drops you get are scaled to your party size and to the speed at which enemies are killed. The following are affected by loot scaling: * Common (white) items * Gold The following are exempt from loot scaling: * Skill Tomes * Scrolls * Dye * Rare materials, such as Ectoplasm * Gemstones from the Domain of Anguish * All other rare (gold) items * All unique (green) items * Special event items any other questions? |
Arduin
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Yeah, I already know this but it just doesn't add up to my experience in many parts of the game.
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Because I can get 6 golds from the Raptors too. But I can also get no golds. It's called randomness.
Chocobo1
Meh I don't care that much, I just noticed the more I did the run the less golds I got. My mate agreed with me and so I was surprised to find that this isn't the case.
Fay Vert
1) Loot scaling is bad in principle. When you add henchmen, they take their fee in the form of a share of the drops. If you don't add henchmen, guess what! They STILL take the loot, that's just broken.
2) Collector items are affected which sort of messes up the whole collector mechanic.
3) Loot scaling isn't implemented as claimed, the loot nerf is on rate of kill more than party size and affects full parties just as much as going solo. In fact certain solo methods incure zero loot nerf, because they kill monsters slowly and one at a time.
4) This was done to save teh economy> lol, what econiomy? GW economy is in the toilet, it's not worth saving.
5) By making much of farming rather pointless, ANet is removing a style of gameplay from the game. That's never healthy. Sure farming is still popular, but now the variety of gameplay for farmers is much less. I used to farm many places (otherwise it gets boring) but now there are far fewer that are worth the time. So not only is farming more dreary than it used to be, but the art of making builds and learning new runs is gone, again, this is not a good thing when everyone is running out of things to do and there is no new content added to the game.
6) Why do people REALLY grind and want wealth? Because grind and wealth is now the goal of the game. You have to grind to get those titles and the HOM.
There are many many reasons why the loot nerf was bad, but for me it was the day GW died, the loot nerf was a fun nerf. It would have been better if they had removed ALL loot from the game and switched to a quest/reward mechanism for player advancement. That wont happen soon because that takes a lot more effort from ANet, loot drops are easy content, by nerfing loot, they removed content.
2) Collector items are affected which sort of messes up the whole collector mechanic.
3) Loot scaling isn't implemented as claimed, the loot nerf is on rate of kill more than party size and affects full parties just as much as going solo. In fact certain solo methods incure zero loot nerf, because they kill monsters slowly and one at a time.
4) This was done to save teh economy> lol, what econiomy? GW economy is in the toilet, it's not worth saving.
5) By making much of farming rather pointless, ANet is removing a style of gameplay from the game. That's never healthy. Sure farming is still popular, but now the variety of gameplay for farmers is much less. I used to farm many places (otherwise it gets boring) but now there are far fewer that are worth the time. So not only is farming more dreary than it used to be, but the art of making builds and learning new runs is gone, again, this is not a good thing when everyone is running out of things to do and there is no new content added to the game.
6) Why do people REALLY grind and want wealth? Because grind and wealth is now the goal of the game. You have to grind to get those titles and the HOM.
There are many many reasons why the loot nerf was bad, but for me it was the day GW died, the loot nerf was a fun nerf. It would have been better if they had removed ALL loot from the game and switched to a quest/reward mechanism for player advancement. That wont happen soon because that takes a lot more effort from ANet, loot drops are easy content, by nerfing loot, they removed content.
MrTickle
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...
When you finish a difficult dungeon and get a gold staff with 17% chance and req13 OUT OF THE CHEST, you really feel like you've been kicked in the bollocks. .. |
This happend to me yesterday doing dungeons in HM boy are my bollocks swollen Oh I also got.... wait for it.... A diamond!!!
Cab Tastic
Now we have had Loot scaling for some time we can really see how it saved the GW economy.
Skyy High
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Now they have loot scaling which means I can fight a high level boss and get re6 items. O.o I completed a tough dungeon and got a blue scroll and a white axe that should drop outside Ascalon.
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What am I missing? Also, with all the farming, (only thing to do when you have done all the missions or all you care to) will the loot scaling get even worse? |
@Cab: "saved", no, "improved", yes. The only people who really think the economy sucks are the elites here on Guru whose high-value items have depreciated from mudflation and lack of real gold sinks. For the remaining 95% of players, an economy where you can buy almost any skin you want for an amount of gold equal to a few days' to a months' questing is awesome.
JASON626
basically people can use more than one account now add to there own party size and increase loot gained per run to get around it somewhat. And get more free zkeys to boot.
Ate of DK
Yes, because Anet wants to see our money. I haven't heard someone got banned for using the GWx2 program. It's all about the money.
Buster
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That's not how loot scaling works. If you got low level items from a dungeon, chances are it was from one of the low level enemies that populate some of GW:EN's dungeons (lvl14 baby spiders, wurm larvae, something like that). Loot scaling also doesn't do anything if you're in a full group.
You're missing the fact that the game (shouldn't) be about farming. If you've really done everything, which I doubt, you should either be playing HM dungeons, moving to PvP, or putting the game down and playing something else. The endgame for PvE was never intended to be solely farming. @Cab: "saved", no, "improved", yes. The only people who really think the economy sucks are the elites here on Guru whose high-value items have depreciated from mudflation and lack of real gold sinks. For the remaining 95% of players, an economy where you can buy almost any skin you want for an amount of gold equal to a few days' to a months' questing is awesome. |
Enchanted Warrior
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That's not how loot scaling works. If you got low level items from a dungeon, chances are it was from one of the low level enemies that populate some of GW:EN's dungeons (lvl14 baby spiders, wurm larvae, something like that). Loot scaling also doesn't do anything if you're in a full group.
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Perkunas
I can remember when Loot Scaling went into effect. I was 'farming' Skales outside pre-searing Fort Ranik. I had made 3 trips that morning, with virtually every skale dropping something. I was emptying inventory every trip into town. On one trip into town, there was the "New Build" notice. I logged off and back on and continued with my 'farming'. WTF happened? Only 1 Skale dropped an item. I made a second run, same results.
I had been chatting with a guild mate who was 'farming' on the Jade Sea. He asked what the update had been. His drops had "gone to hell", too, as he put it. That was the same day I learned of these forums. I came here to see what was going on.
Making gold had gone from easy to damn near impossible for me. My second character through the game had to spend more time doing side activities to be able to afford his elite armor that the first one through earned as he went. In fact, my first one through had to help farm some for the second one.
I finally broke down and learned the 600/smite team farm build, and began the "hardcore" farming. I 'had' to, just to be able to get what I had gotten prior to the loot scaling. 600/smiting filled my account enough to allow me to play new characters and get them improvements as they progress through the game. And no, I do not sell or give to the public. I use or merchant what I farm. The 'greens' and 'golds' I have are what I earned, end game or farmed. Thanks to tomes, my Ele will have every skill in the game.
Loot scaling was meant to slow or stop bot farming. It pushed me into HM farming. Personally, I think loot scaling can vanish. Then, if everyone would learn to pick up and merchant every drop, they would have more gold than they need.
I had been chatting with a guild mate who was 'farming' on the Jade Sea. He asked what the update had been. His drops had "gone to hell", too, as he put it. That was the same day I learned of these forums. I came here to see what was going on.
Making gold had gone from easy to damn near impossible for me. My second character through the game had to spend more time doing side activities to be able to afford his elite armor that the first one through earned as he went. In fact, my first one through had to help farm some for the second one.
I finally broke down and learned the 600/smite team farm build, and began the "hardcore" farming. I 'had' to, just to be able to get what I had gotten prior to the loot scaling. 600/smiting filled my account enough to allow me to play new characters and get them improvements as they progress through the game. And no, I do not sell or give to the public. I use or merchant what I farm. The 'greens' and 'golds' I have are what I earned, end game or farmed. Thanks to tomes, my Ele will have every skill in the game.
Loot scaling was meant to slow or stop bot farming. It pushed me into HM farming. Personally, I think loot scaling can vanish. Then, if everyone would learn to pick up and merchant every drop, they would have more gold than they need.
New Buddha
HawkofStorms
From the massive amount of confusion evidenced in this thread (people thinking loot scaling affects the drop tables, the requirements of items you get, or is like the old anti-farm code and reduces earnings after overfarming) it's clear that loot scaling, much like the /report and dishonor system (ie, confusing the types of reports that lead to bans and are reviewed vs ones that are automated and give dishonor), really just isn't understood by the majority of the community.
It's a shame that so many people who shout "outrage" don't really understand what they are complaining about. One of my favorite TV shows "Heroes" went to hell after people kept whining about how "all this time travel stuff makes no sense, plot hole plot hole" when in fact the show made perfect sense and people just didn't bother watching all the episodes to follow along.
Don't try to change stuff if you don't even understand how it works.
It's a shame that so many people who shout "outrage" don't really understand what they are complaining about. One of my favorite TV shows "Heroes" went to hell after people kept whining about how "all this time travel stuff makes no sense, plot hole plot hole" when in fact the show made perfect sense and people just didn't bother watching all the episodes to follow along.
Don't try to change stuff if you don't even understand how it works.
Enchanted Warrior
An economy (which is what all this stems from) is a failed idea in any shape or form. It's player driven content, that is too easily perverted and manipulated. If a mmo/game ever has the intelligence to evolve without one in any shape or from, then that game will be my home for good. (ok it would also need to have NO pvp but that's just me). Even though I left it, LOTRO is very close to that ideal.
Fay Vert
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Loot scaling also doesn't do anything if you're in a full group.
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The drops are nerfed on kill rate. I can go out solo and kill solo, getting a drop from every kill if I do it one kille per 30 seconds. Take a full 12 man party into Urgoz and clear the place in less than an hour and you will feel the full force of the loot nerf hitting a 12 man party.
Zahr Dalsk
1. Anti-farming code is still quite likely in place, they just took away the warning and softened the effects a bit.
2. Loot scaling should supposedly prevent inflation of the player economy. This is good for power traders (the minority), but bad for those of us (the majority) who'd just like to buy armour and such from NPCs.
2. Loot scaling should supposedly prevent inflation of the player economy. This is good for power traders (the minority), but bad for those of us (the majority) who'd just like to buy armour and such from NPCs.
illidan009
Ate of DK
Cab Tastic
It's one thing I am surprised ANET has not come clean on is the whole rate of kill aspect of loot scaling.
Usually as a company I find them very transparent on issues of this magnitude.
Usually as a company I find them very transparent on issues of this magnitude.
FengShuiDove
Quote:
It's one thing I am surprised ANET has not come clean on is the whole rate of kill aspect of loot scaling.
Usually as a company I find them very transparent on issues of this magnitude. |
As far as the benefit of lootscaling, well, you don't collect as much in gold or certain other items if you solo, and that's about it. The value has to come from what you're farming, not *necessarily* the quantity of the kill or the rate of kill (though those can definitely contribute to a farm's effectiveness). The idea is to encourage team play without killing solo farming, hence the comparison of what's affected vs. what's not.
EDIT: It was SoJ, not SS, and here's the link:
http://www.guildwarsguru.com/forum/s...php?t=10225077