Suggestion: Rarely killed mob = better loot
Great idea OP. It would be like a scavenger hunt :P
I really like the idea of diversifying the player base and rewarding players for exploration.
It seems that some of the heartburn with this idea stems from changes that would be made to Champions. (e.g. If a Champ is alive longer, they drop better loot)
What if this idea didn’t apply to Vets, Champs, Legendaries, or any enemy above a standard mob? It would ONLY apply to standard enemies.
For example (please note that I have NO IDEA how the loot tables actually work):
Currently, each mob has it’s own loot table, with % chances of dropping items out of certain tiers, or buckets. Each of those tiers likely has a % chance of getting a certain item. What if the the Bonus XP equation was used to put that mobs loot table on a sliding scale. It starts at the bottom with 0 Bonus XP and its standard loot table and ends with Max Bonus XP and Max Multiplier of the standard loot table. Therefore, as a mob sits and gains Bonus XP, its Multiplier is also increased, so when you kill the mob, that multiplier is applied to the standard loot table.
I know that people want better loot off of the best enemies in the game….because they already have the “best loot”, but I think this idea could be a better way to gain better loot without even touching those high end mobs.
Just a thought.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I think that certain mobs should have the ability to scale up over time. ie, it’s just a Troll now, but in 10 minutes it’ll be a Veteran Troll, then some time later it’ll be an Elite Troll, and then later a Champion Troll. Anet wouldn’t have to change the loot dropped over time, just find a way to exchange a Vet for an Elite, etc.
I’d also like to see the addition of mobs that deal Agony in the open world, but that’s a different topic altogether.
I really like the idea of diversifying the player base and rewarding players for exploration.
It seems that some of the heartburn with this idea stems from changes that would be made to Champions. (e.g. If a Champ is alive longer, they drop better loot)
What if this idea didn’t apply to Vets, Champs, Legendaries, or any enemy above a standard mob? It would ONLY apply to standard enemies.
For example (please note that I have NO IDEA how the loot tables actually work):
Currently, each mob has it’s own loot table, with % chances of dropping items out of certain tiers, or buckets. Each of those tiers likely has a % chance of getting a certain item. What if the the Bonus XP equation was used to put that mobs loot table on a sliding scale. It starts at the bottom with 0 Bonus XP and its standard loot table and ends with Max Bonus XP and Max Multiplier of the standard loot table. Therefore, as a mob sits and gains Bonus XP, its Multiplier is also increased, so when you kill the mob, that multiplier is applied to the standard loot table.
I know that people want better loot off of the best enemies in the game….because they already have the “best loot”, but I think this idea could be a better way to gain better loot without even touching those high end mobs.
Just a thought.
Sounds great! I definitely don’t have the best idea for implementing it, just the suggestion to consider the concept
A cool idea, however if the aim is to kill the champion train you may as well go back to the drawing board. Nothing you could do at this point short of removing all rewards would kill the train, as it breathes an air of social life into the otherwise mundane and silent game. Not to mention the path of least resistance will always have people doing it.
I love the idea personally, but do not be deluded into thinking this would change anything at all with champ trains.
RIP my fair Engi and Ranger, you will be missed.
The aim, as I said from the beginning, is NOT to kill any champion train, please read the full post I just want to give people who want to see the world, some incentive to do so.
Anyway, I just hope anet sees the post and puts the suggestion in the right pile, certainly don’t want to debate how it may be implemented.
OP, I don’t think you’re understanding something. By increasing the odds of good loot for one player, anyone else killing the same champ after will not have as good odds (i.e. lesser chance). To put it in numbers to make it easier to understand:
Case 1: Champ not killed in the past 12 hours = +200% Magic Find bonus
Case 2: Champ killed within the past 12 hours = no bonus.
So if I happen to log in a few minutes late, and miss the initial killing of the Champ or Boss in “Case 1”, then I will have had 200% less MF, since the bonus only applies to the timer. There is no fairness to that, because people who log in at the beginning of Prime Time coverage gets better loot.
As I said, good intention, bad idea.
And… if Champion loot isn’t touched, and this scaling were to apply to normal monsters and veterans, would that perceived “fairness” problem go away?
-Matt
Smooth Penguin, you are not reading all the thread and the comments about the idea. It’s not just about champs. No need to be condescending and terse. There are plenty of ways to do it without it even involving champions. Please take a read.
The aim, as I said from the beginning, is NOT to kill any champion train, please read the full post I just want to give people who want to see the world, some incentive to do so.
I wasn’t responding to you, but everyone else that liked the idea with the attempt to quell the train.
RIP my fair Engi and Ranger, you will be missed.
The aim, as I said from the beginning, is NOT to kill any champion train, please read the full post I just want to give people who want to see the world, some incentive to do so.
I wasn’t responding to you, but everyone else that liked the idea with the attempt to quell the train.
Understood, thanks
Smooth Penguin, you are not reading all the thread and the comments about the idea. It’s not just about champs. No need to be condescending and terse. There are plenty of ways to do it without it even involving champions. Please take a read.
Replace the word “Champ” with Boss, Mob, Ambient Creature. It doesn’t matter. What you’re asking for is “better loot” for rarely killed mobs. Once you kill the “mob”, the bonus loot either 1) goes away or 2) remains. If it’s the former (point 1), then you’re creating an imbalance for players who can race to kill it first for the best look, while other players are left out. If it’s the latter (point 2), then you’re just moving the Champ Trains and creating a situation where more loot is generated quickly, thus leading to potential inflation.
Again, bad idea either way.
I would be more for something along this line if it’s in regards to the individual player. Sort of an reverse DR.
But I will have to agree with Smooth Penguin, I will be punished for missing an opportunity and worse … imagine how mad people would get if someone or a smaller group kills the champ “out of rotation” so to speak, or something never heard of, a guest kills the champ on your server.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
A better idea would be to give a temporary bonus Magic Find for players who haven’t logged in for a week or more. That gives Casual players and/or players who left the game some incentive to come back. Bad part of this idea is that anytime you increase loot drops, you start to mess with the economy.
To break up the zero-skill champ trains which I think are bad for gameplay,
I immediately stopped reading when I read the first sentence because the only thing that could be done to stop the champ trains is to introduce a better farm. If you do not understand why that is I cannot help you as you have not been paying attention during the last six months to the in game chat or on the forums.
1. Why is getting the people who do trains away from them a good idea? You find it mindless, er okay, go and do something else then. The “Stop doing what I don’t like” mentality in this game is bordering on the insane levels.
I’m still trying to figure out why this parentlism exsist. I can only assume it is the same mind set that thinks a Nanny State based Government is ok.
Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.
The suggestion subforum was archived for a reason. Because half the threads were about nerfing another class and another quarter were about nerfing some aspect of the game that someone did like that other people were doing. So, they hsit canned it.
make only the lvl 40+ champs profitable and you have a balance you’re looking for, beginner and low lever areas are not places to zerg, they should be made to teach new players to get ready for the more challenging and higher level places.
beginner and low lever areas are not places to zerg, they should be made to teach new players to get ready for the more challenging and higher level places.
Thats what dungeons are for…
beginner and low lever areas are not places to zerg, they should be made to teach new players to get ready for the more challenging and higher level places.
Thats what dungeons are for…
nope, dungeons are way to exclusive thanks to gear huggers and elitists, they are also only useful after lvl 35 so 2 reasons why dungeons are not places to teach players to play.
Sounds like a biased personal opinion you got there, sorudo.
From my experience dungeons are a great place to teach players to play this game.
To break up the zero-skill champ trains which I think are bad for gameplay,
I immediately stopped reading when I read the first sentence because the only thing that could be done to stop the champ trains is to introduce a better farm. If you do not understand why that is I cannot help you as you have not been paying attention during the last six months to the in game chat or on the forums.
1. Why is getting the people who do trains away from them a good idea? You find it mindless, er okay, go and do something else then. The “Stop doing what I don’t like” mentality in this game is bordering on the insane levels.
I’m still trying to figure out why this parentlism exsist. I can only assume it is the same mind set that thinks a Nanny State based Government is ok.
Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.
The suggestion subforum was archived for a reason. Because half the threads were about nerfing another class and another quarter were about nerfing some aspect of the game that someone did like that other people were doing. So, they hsit canned it.
I encourage you to read the entire post then, when I say “break up”, what I mean is to have an alternative.
We already get bonus xp whacking critters off the path. Bonus items would throw the economy even further off the rails. All bonus xp does is level characters faster.
RIP City of Heroes
This is a okish idea that can be possibly done wrong
Instead of Queensdale trains we have trains that go all over the world… and newbie players are s**t on if they take any veterian or champion fights while exploring because they are not doing it “in order”…
so all the train goers or organized groups will be champ hunting around the world and solo players with friends might never see a champion in their life… unless you join a train… Which is like now but the train is just covering a much larger area..
If done properly, it would be impossible to train. If you put it on veterans and regular mobs especially.
If done properly, it would be impossible to train. If you put it on veterans and regular mobs especially.
In order for vets and normal mobs to serve as an attraction at all, their drop tables would have to be revised considerably. A 10% improvement to nothing much is still nothing much.
Since ANet already does this with XP on PvE mobs, adding the same bonus to MF would work well and slide in quite easily I would think. Heck it could even work in WvW since WxP changes based on a players last death.
“Youre lips are movin and youre complaining about something thats wingeing.”
Interesting…in theme at least. If it (could be) applied to every foe in the game. Idea being that the rarest/most common would always be changing, in type and location.
Champs/vets could be ‘anomalies’ or separate.
If done properly, it would be impossible to train. If you put it on veterans and regular mobs especially.
In order for vets and normal mobs to serve as an attraction at all, their drop tables would have to be revised considerably. A 10% improvement to nothing much is still nothing much.
Nah, they could just increase magic find
I’m not trying to suggest how to balance or even implement this idea, just that it IS an idea.
Any ArenaNet people reading the post, would just enjoy knowing the suggestion made it to the right audience
tell you story
I am skritt this morning I find shiny under tree. But no stop there, After i find that shiny a mean troll try to take my shiny. But skritt no lose!! I a strong skritt and I take trolls shiny.
I love this idea. For me it give the game more depth. If you think about it a Mob standing around wouldn’t gain much. but if it’s walking around or fighting for its life it’s gaining something IE skill or loot.
Picture those 2 mobs you saw fighting. what if after the fight the winner had an animation much like ours when we level up.
Or what if when fighting that troll and it downs someone DING the fight just got a bit harder. just a tiny bit but it did. And if its downs another 2 people after that, again it levels.
tell you story
I am skritt this morning I find shiny under tree. But no stop there, After i find that shiny a mean troll try to take my shiny. But skritt no lose!! I a strong skritt and I take trolls shiny.I love this idea. For me it give the game more depth. If you think about it a Mob standing around wouldn’t gain much. but if it’s walking around or fighting for its life it’s gaining something IE skill or loot.
Picture those 2 mobs you saw fighting. what if after the fight the winner had an animation much like ours when we level up.
Or what if when fighting that troll and it downs someone DING the fight just got a bit harder. just a tiny bit but it did. And if its downs another 2 people after that, again it levels.
I think creature promotion is also a cool idea. As long as it doesn’t mess with people doing hearts.