Creating Player-Generated Content: An Arena
no. CoH did it it was making people running instance only and the game died. And it was farming content created by farming players. so ty, not again.
no. CoH did it it was making people running instance only and the game died. And it was farming content created by farming players. so ty, not again.
Thanks for that input, but I lack understanding for this situation.
no. CoH did it it was making people running instance only and the game died. And it was farming content created by farming players. so ty, not again.
Someone on Massively used the example that this Fire guy who was immune to fire damage would create content solely full of fire mobs. Or something like that.
That being said, who says it has to be the same?
For one, you could impose limits:
- How many times a day you could run them.
- A minimum requirement on how many mobs have to be in the dungeon.
To make it less desirable to farm.
Experience, Loot Drop Rates ect are all determined by how many factors are in the instance. For example:
- Regular mobs don’t grant XP, and only drop vendor trash.
- Veterans grant XP and only drop blues, whites and vendor trash.
- Champions grant XP and drop yellows and greens.
- Bosses (which are created by players by choosing profession and skills) grant XP, and a higher chance of rares and greens.
- Traps (spike traps), additional mechanics (i.e. the Hammer in the Cliffside Fractal) and environmental effects (i.e. an effect that reduces Endurance regen) add x% drop rate for Exotics (we’re talking small amounts like 0.1% per trap). However, you don’t place the traps, the engine automatically does this (so you can’t exploit putting in traps in areas you don’t need to go).
Time is a river.
The door is ajar.