Bonus Drop Rate, or how I got the dropz

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: Sad Swordfish.9743

Sad Swordfish.9743

In Guild Wars 2, you get experience points (XP) for killing monsters. Duh. Though, not all people know that there is also a complimentary system inside the game that governs something called bonus XP.

Bonus XP is a system that gives the player extra XP for killing a monster that has not been killed for a long time. The idea is that players get progression faster to go out of their way to kill rarely killed monsters.

This is a great idea because it gives an incentive to kill everything. You get more XP than killing regular monsters. But why is this only for XP and not for drop rate chances?

After all, GW2 is a MASSIVE game and there is a big problem making it worthwhile for people to go to forgotten maps, because the rewards are not sufficent. People quick travel to an Epic Boss and then leave. There is no map exploration or sense that people at lvl 80 are actively using the maps. Thus you get empty game world that has only jam packed pockets of players for short periods of time.

As GW2 grows with new areas(like Southsun), instances(sPvP, Dungeons, WvW) and expansions, GW2 player population will get even more spread out even though the servers are at high capacity. The world is simply so large, and many events in the game for new players require lots of players.

In other words – We simply need to get many active players away from Cursed and Southsun and back into the entirety of the world.

Suggestion: BONUS DROP RATE.

The longer a monster has been alive the higher the chance of dropping a significantly rare items.
So even rarely killed Veterans in low level areas have a chance of dropping a rare, or a t5-t6 material. This gives incentive to farmers and legendary progressers to explore the world and do map runs. people will do zone explorations and will frequent the new players who are exploring the game for the first time.

This is what we call a win-win situation. New players have old players to play with. Along with scaling this is one of the founding principles of GW2. That we can play together.

old players win because they get new ways to get good stuff they need for their journey’s and goals, and they get to see and use new and old zones. even if you have done 100% world completion the game contains tons of events they have missed, and many of them they have only seen in either won or failed state.

We need this to happen. It’s paramount that older players get something out of ALL the maps. Particularly those of lvl 30-60 range. Many of these feel like wastelands. spread out the populous, make it like a meta monster-hunt game.

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: juno.1840

juno.1840

So on top of DR (diminishing returns) and MF (magic find), now I would have to bother with lifespan of the mob? No thanks.

I’d rather see the incredible loot added through deterministic methods rather than more RNG garbage.

Before you say “this makes RNG better…” it’s still RNG and therefor not a fair reward for time invested. RNG is nice for the awesome gear ONLY if it’s a secondary avenue to a deterministic method.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: Sitkaz.5463

Sitkaz.5463

This sounds like the opposite of RNG. It’s a better chance in specific situations, not random. Those situations aren’t immediately obvious so it discourages grinding and encourages exploration. I like this idea.

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: juno.1840

juno.1840

It’s still RNG — just another layer of complexity on top of it.

All it does (if anything) is promote farming outside of optimum farming areas.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: Sitkaz.5463

Sitkaz.5463

How is a specific controllable situation also random? I don’t understand that.

Bonus Drop Rate, or how I got the dropz

in Suggestions

Posted by: juno.1840

juno.1840

How is a specific controllable situation also random? I don’t understand that.

There’s nothing “controllable” about drops — it’s all RNG. You can try to sway the odds for better drops in your favor by using MF gear and not behaving in a way which triggers the DR filter.

Adding an bonus for old-age mobs is simply the same as giving +MF a player when fighting those mobs. The drops are still drops subject to the RNG.

My point is don’t keep building on the same RNG system thinking there’s some magic bullet which makes it incredibly awesome. The system doesn’t really reward anything except luck.

If GW2 wants to reward players for actually playing, then they need to implement a deterministic reward system for the “best” gear. In many ways ANet already does this with dungeon tokens, WvW badges, Laurels, etc. Those are all good reward systems. Put in a known amount of effort, get a known reward.

The pink elephant in the room is the Legendary Weapon rewards. Those are not deterministic right now. Two different players can have vastly different experiences working towards those rewards. That in itself is not rewarding.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”