Henchies/Heroes and your loot

Zenzai

Zenzai

Lion's Arch Merchant

Join Date: Jun 2009

N/E

Quote:
Originally Posted by MagmaRed View Post
Impossible to do accurately/fairly. If you are in UW and an ecto drops for a hero, you get an option to buy it from the hero at the Rare Material Trader price? But what if a monster drops a 15^50, req 8 Fellblade? Do you pay the Merchant price of 200-500g? Or do you pay the stack(s) of ecto the market may be offering? How about collector drops Nick is asking for? Say he wants Alpine Seeds which sell to the Merchant for 8g. But they don't have a lot of drop locations and don't drop that often. So the player market is selling them for 500g-1k. Which price do you buy them from your hero for?
Materials and dyes would be that of the trader's current asking price. (Under-cutting would cause prices to drop and adding an additional 'tax' would make the trade pointless.)

For the weapons/sheilds/foci, they pay twice or maybe thrice the merchant value. (If the system can identify the commons from rares, it would be that whites and blues are double the merchant price. Purples, golds, and greens will be triple.) The gold gets sucked out of the 'economy' and the user can get what he/she/it wants. It also prevents the items from crashing too drastically in the user market. Truthfully though, since all the weapons max out in pretty much the same way (except for the rare req8's) and there are reqs to help balance the game, I couldn't give a damn about what the users are selling the the different skins for.

As for the trophy items, probably four or five times the merchant price. The more trophies in existance means that there would be more of Nic's gifts in existance. To balance that, they'd have to nerf the odds of getting something rare, and/or to add some sort of coding that checks which item Nic is currently asking for and base a higher price on that. Truthfully, I'd rather let anet set the price formula (they know the drop odds better than us) and not based on what users deem as 'fair'.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Im not certain that the drop rate is higher when playing with other players, but I've always believed it to be so. However, the fact that other players can use PvE-only skills while hero's cannot should be incentive enough to group with other people. Either make the drop rates equal for human and NPC groups or enable hero's to use PvE-only skills. Simple.

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Quote:
Originally Posted by shoyon456 View Post
Either make the drop rates equal for human and NPC groups or enable hero's to use PvE-only skills. Simple.
I believe that drop rates are equal for both groups.

SunfallE

SunfallE

Ascalonian Squire

Join Date: Nov 2009

West Texas

Fifteen Over Fifty [Rare]

R/Rt

Since other human players wouldn't just hand over their drops and play with me and get nothing... And really, expecting that would be rather unrealistic... Can't see why this would bother me. Never gave it much of a thought to be honest since it would be the same if my party wasn't H/H

trankle

trankle

Lion's Arch Merchant

Join Date: Oct 2005

BloodBath & Beyond

Rt/

Quote:
Originally Posted by Zenzai View Post
Materials and dyes would be that of the trader's current asking price. (Under-cutting would cause prices to drop and adding an additional 'tax' would make the trade pointless.)

For the weapons/sheilds/foci, they pay twice or maybe thrice the merchant value. (If the system can identify the commons from rares, it would be that whites and blues are double the merchant price. Purples, golds, and greens will be triple.) The gold gets sucked out of the 'economy' and the user can get what he/she/it wants. It also prevents the items from crashing too drastically in the user market. Truthfully though, since all the weapons max out in pretty much the same way (except for the rare req8's) and there are reqs to help balance the game, I couldn't give a damn about what the users are selling the the different skins for.
You're missing the point. If this went into place, it would create a disincentive to partying to other players.

Current system: Player A parties with player B. Player B receives a rare weapon worth 100k on the player market. Player A offers to buy it from Player B at 3x the merchant value. Player B declines.

Proposed system: Player A decides that he will not group with human players, because playing with heroes offers him 4x the chance to get the same weapon skin. If one of his heroes gets the drop, Player A will acquire it for a mere 3x the merch value, which no real player would ever sell it for.

A system which 4x the chance for valuable loot does not leave the current system looking very attractive.

Don't get me wrong, I'm all for 7 hero parties. I just think that the choice to play with humans or AI should be based on which is more fun and/or convenient, not on an obvious economic advantage.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Heroes don't "get" your items, drop rate scales with party size - its a game mechanic, not a story element or an issue for any kind of continuity. Its a pure and simple abstract mechanic of the game to restrict drops and reward those who make a battle more difficult by bringing fewer players.

And, as people have already said, even if your heroes WERE getting all those items - giving you access to them would break the game.

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

it is like any other real person being in your party. they help out, so they get a chance at getting their own loot, not loot for you to just take from them later. if you don't like it, go solo farming.

Selket

Desert Nomad

Join Date: Aug 2005

Grand Court of Selket/Sebelkeh

What If You Had An Outpost Named After You [slkt]

W/

Heroes and Henchmen are already better than most real people, there's no reason why you should also get more stuff for using them.

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

/signed

I want to solo farm with 7 heroes and henchies as backup that make stuff die faster.

/endsarcasm

Benderama

Benderama

Krytan Explorer

Join Date: Jul 2008

UK

[Rage]

Rt/

they take our gold when they're out of range afking as a backup res if i die accidentally. please just make loot drops slightly in our favour? or increase enemy AI so they don't like to stand in AoE?honestly who takes 5 seconds to move out of a RoJ? not monsters i tells ya -_-
since you can change heroes builds, and pretty much everything around i guess it's justified that they decrease our chance of drops/get drops, but i'd rahter not have devona get gold weapons after charging into that group of djinn on the horizon ?

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Sure, loot is shitty in groups, and solo farming is for very select areas so you can't -actually- play the entire game solo, but of all the things, this is not something that is going to change. Just stop playing GW and hope GW2 is better :P

worked for me, at least

Trader of Secrets

Jungle Guide

Join Date: Jun 2006

Heres one thing Ive never really understood, please explain if you can:
Say there is some item you are hunting, say a Nich monster trophy, that is hard to farm because the enemies are too pumped for solo farming to be efficient. The other better way would be to increase the party to have more support and damage to farm. Say you cant form a full gang of real players. Some people just refuse to go with heroes, b/c H/H just "steal" drops, but doesnt the other real player "steal" drops too. Just with the H/H you dont actually see it dropping. So does it really matter about your drops if you add a H/H or a real player or adding to your party is all the same. (Other than the fact that you cant converse H/H or real players potentially be better (discords heroes > random pve crap)).