Quote:
Originally Posted by Loviatar
 it is RANDOM
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Yes, it is. But should it be as random as it is? Wouldn't it be better if, when X number of random special items drop, they get distributed randomly but evenly over Y number of players so that no one will have 2 before everyone has 1? Here X may even be smaller than Y, so there's no absolute guarantee of a drop, but people will be spared to witness their fellows pick up 3 when they get none. That's still pretty random, but less annoying.
The people really hurt by the way it works now are the casual players, the ones that don't run in highly efficient 'area cleaning machine' builds. The PUG players that can't even finish the area 1 out of 3 attempts. The ones who can't even try to finish the 4 areas on a regular basis, because they can't play 4 hours straight that often. (Some groups take 4-5 hours to clean the place out.) When a game stops being fun to many people, you have to start wondering if the 'it's random!' stance is such a good idea.
The farmers, when they don't get a drop, they just grin and bear it, and have another go. These areas are, unlike what the majority of posts seem to suggest, farmer friendly and ONLY farmer friendly.
Also, I don't see how it isn't obvious that there should be a system that goes some way to rewarding people more equally for an equal, shared accomplishment. Did 'skill over time played' get tossed out of the window? How is equal distribution of loot in PvE any different than equal distribution of fame/faction after a victorious PvP battle?
Perhaps having specific mobs dropping specific items isn't such a good idea to begin with if you're going to assign them randomly.
But yeah, it's random.