Events like Camp Karka, and why they're bad
Better yet, just make event rewards scale based on how long players were actively working on completing it.
Better yet, just make event rewards scale based on how long players were actively working on completing it.
That would mean someone who was efficient at clearing the event would get less of a reward than someone who was kitten at it. That seems…unadvisable to me.
Scale for difficulty might be a good idea, though.
It would normalize the time:reward ratio across events, making more different events attractive for rewards. Scaling for difficulty is the goal, but I just mentioned that as a sort of automatic version which would (hopefully) be easier to implement, in that it would not require a designer to revisit every single event to determine what the rewards should be.
Yes, the more efficient player would get less, but they’d be able to complete more events in the same amount of time, which could make up for it.
Im thinking when they fix champion loot more people will be willing to do champion events/kill champions. This was something that was supposed to come with the lost shores patch.. that is, champions should always drop something. Which clearly they dont. Veteran mobs were supposed to have improved loot, but.. they dont.
Colin Johansen hits you for 239407889 damage
Game over
Im thinking when they fix champion loot more people will be willing to do champion events/kill champions. This was something that was supposed to come with the lost shores patch.. that is, champions should always drop something. Which clearly they dont. Veteran mobs were supposed to have improved loot, but.. they dont.
Yeah, I’m not sure if that’s a bug, or whether I’m still in too low level areas for it to make a difference. Personally I would make it so that Veterans and Champions always drop valuable loot, using the following scales:
Veteran:
Level 1 – 30: Always drops a Fine item, with a 10% chance for a Masterwork item.
Level 30 – 60: Always drops a Masterwork item, with a 10% chance for a Rare item.
Level 60 – 80: Always drops a Masterwork item, with a 25% chance for a Rare item.
Champion:
Level 1 – 30: Always drops a Masterwork item, with a 10% chance for a Rare item.
Level 30 – 60: Always drops a Rare item, with a 10% chance for an Exotic item.
Level 60 – 80: Always drops a Rare item, with a 25% chance for an Exotic item.
Rare crafting materials can be substituted for Masterwork/Rare/Exotic drops. Certain level 70+ Group Event Champions, depending on their difficulty, may also have a chance to drop Precursors.