Quote:
Originally Posted by Bright Star Shine
No, those are exaggerated examples, but I'm talking rare as in a couple thousand of them in game max. There are tens of thousands of Eternal Blades in the game, they are not rare in the actual sense of the word. They are rare in the sense of being gold. But then again, a gold Spiked Axe is rare according to that logic as well, and there are plenty of those. If you really can't understand this, it's pretty ridiculous. Or you're just purposely arguing with me, just to troll.
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You just can't pick 'Rare' as in 'drops rarely' (Drop rate less than 1/1000 times you kill the enemy or open a chest) or 'rare' as in 'quality'(blue,purple,gold) whenever if fits you.
Everyone knows what people mean each and every time when they use the term based on context. So far it has been pretty clear.
To keep the level of rarity described in this quote(less than 200 items for more than... how many? 2 hundred thousand players? ), You'll have to make items STOP DROPPING altogether once a certain number of players have got them, because there's no sink for weapons that get added, so even in the outmoded system that you value so much, and along the increased rare drops from HM and the excessively effective farming builds that keep popping like fungi, the market would get filled eventually again.
That would mean that after a short while, a Dungeon chest would become 'depleted' of rare skins, and a guy that just bought the game will NEVER, EVER get them, unless they from those that got them.
Add more skins, and the same will happen eventually again. To the point that the best 200..1000 farmers (and a few lucky decent proper six-god-fearing players) are the only ones with those skins, and keep trading between each other in their exclusive powertrader VIP club, leaving out the rest of the players.
And so, even though everyone has paid for their conent, only a few would enjoy it to its full extent.
Removing inscriptions or reducing drop rates won't change that, only delay it. And 'delay' is the last thing GW1 will ever need.
Considering the time and resources it takes to add new items to the game, the number of players that can be at the same time in one instance, the way GW is heavily instanced, the impossibility of showing off weapons in outposts, the availability of PvP for PvE characters and the lack of market system, making GW have a more restricting drop system, or doing anything that would have similar restricting consequences would be pretty damn stupid, to say the least.
I can't talk for ANet, but I'm pretty sure they have better things to do than making weapons that 99.999...% of the players will never get to see but the Wiki or in a picture some guy posted in some forum that less than 0.001% of the players visit.
The thing is simple. You are not getting the same style of drops in GW as in other games, and you can't change your mindset to 'GW'. So you are still expecting Hack&Slash style of drops, and the inherent variable properties made weapon drops a bit closer to that.
But not all games are like that. Sometimes games have items with less properties, or fixed caps and maximums, and getting the 'maxed gear' is easier in those games.
In GW, items have 2 or 3 variable properties. And then 1 or 2 fixed ones.
Compare that with the more than 25 properties items can get in other games.