Suggestion: Rarely killed mob = better loot

Suggestion: Rarely killed mob = better loot

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Posted by: Quiggle.4215

Quiggle.4215

To “break up” (by that I mean, have a more enjoyable alternative – but NOT remove) the zero-skill champ trains which I think are bad for gameplay, I would like to suggest that rarely killed champs and other mobs, drop better loot. I personally would love to hunt with an organized group across multiple maps with a purpose, knowing I could get better loot for having my brain turned on.

I am not trying to suggest those who enjoy the mindless queensdale and frostgorge farm are bad players, clearly you can get loot and mats —- but I think many players would enjoy he game more if we could find better rewards on champs, vets, and events that are rarely done. Similar to the exploration bonus for killing that odd moa in the zone nobody visits

Could be as much or as little as having more rare items, more mats, mini-pets, skillpoint scrolls, etc. And it could be detached from the champ loot bag, so it doesn’t alter the current drop rates.


EDIT —-——-
Just to be clear, as I think people are not reading the meat of this conversation, and just applying a knee-jerk reaction to their perceived implementation of this idea.

1 – No existing loot would be changed negatively.
2 – The bonus could apply to only veterans or even just regular mobs.
3 – The bonus could be as simple as additional magic find, or extra coin.

  • By break up, I just mean have an alternative.

(edited by Quiggle.4215)

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Posted by: Aquatic.3408

Aquatic.3408

I like this idea, and I would take it a step further. The longer a champion goes without being killed the better its loot gets. Every couple of days if it hasn’t been killed it gets upgraded. This would get people out into the world working on all sorts of champions.

The flip side would be a champion that is killed several times in quick succession would just drop whites and maybe a blue.

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Posted by: Korilla.9614

Korilla.9614

I like the idea. Having guild bounty like events or dailies would help getting people there.

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Posted by: Taygus.4571

Taygus.4571

Absolutely brilliant idea!
Get people away from those trains. Feels like thats all the majority of players do \=

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Posted by: mattastrophic.8201

mattastrophic.8201

This is a great idea, one I have been meaning to suggest for quite awhile. I’ve noticed that there is already a mechanism in place which awards bonus XP for defeating a monster which has not been defeated in some time. Perhaps that mechanism could be expanded on, in which defeating the monster yields bonus rewards as well as XP.

-Matt

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Posted by: Dietere.3476

Dietere.3476

What if, in addition to improved loot, the boss scaled up a bit in difficulty every so often? Nothing major, maybe a small buff that stacks every so often to make the fight a bit more challenging.

On the flip side, though, this would be a clear indicator that a mob could potentially give better loot. Heaven forbid that the players have a way to beat RNG!

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Posted by: Quiggle.4215

Quiggle.4215

I think it would further one of the pillars of GW2’s manifesto too, make sure the entire game world stays relevant. No obsolete content. Get people running around the world. There are some awesome areas and unique champions.

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Posted by: Mimizu.7340

Mimizu.7340

i thought this already existed?

Mimizu Heavy Industries [Doll] – Underworld

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Posted by: naphack.9346

naphack.9346

A similar system is already used in WvW for players and in general for everything, altho, it only affects xp(and wxp in the case of players, possibly loot, dunno about that).
Expanding that system to actual drops would be highly welcome.
I actually don’t mind the bags as much, tho the champs in queensdale could be made to drop lower quality bags, if they have only been up for a couple seconds… More importantly, scratch any or at least most additional drops. It just doesn’t feel right, if you can loot rares and exotics on top of the bags for simply running in circles repeatedly. Take away the extra drops and possibly give a slightly higher chance to drop lower quality bags. That might do the trick.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Coltz.5617

Coltz.5617

I thought this was already implemented, I know for sure you will get more exp from mobs that aren’t killed often. I just assume it raises the loot chance as well. In any case it seems like the idea has been thought of already by anet, and either implemented or discarded.

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

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Posted by: Svarty.8019

Svarty.8019

I agree with the OP. This should encourage people to explore more.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

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Posted by: bwillb.2165

bwillb.2165

i thought this already existed?

I think only for XP, not item drops

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Posted by: IndigoSundown.5419

IndigoSundown.5419

This does not sound like a good idea. If the rewards are enough better to make this worthwhile, then you will find players laying “claim” to content and being vocally unhappy when they were “griefed” because someone beat them to it. It would take, “Leave troll until after boar!” and spread the phenomenon out across virtually every zone. Yes, it’s irrational to think that content “belongs to someone,” but that has not stopped people from thinking it.

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Posted by: Darkpunkk.6758

Darkpunkk.6758

Totally agree with the idea, it is a must to have!!!!

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Posted by: theguildless.1386

theguildless.1386

i thought this already existed?

A friend of mine firmly believes this to be the case. I, however, am skeptical since I have yet to find official information about this and my general experience in game hasn’t pointed towards this hypothesis. If anyone has some more detailed information on the subject, I would be most grateful.

Then, of course, there’s that one time when another friend got a precursor off one of those AC spiders (by the traps on your way to P2/P3 just after Kholer). I know most people skip them and you could say there’s a system tracking all that (since it’d be different than the regular age/xp in the open world), but sometimes RNG is just RNG, period.

Always question your assumptions.
Tarnished Coast

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Posted by: Quiggle.4215

Quiggle.4215

This does not sound like a good idea. If the rewards are enough better to make this worthwhile, then you will find players laying “claim” to content and being vocally unhappy when they were “griefed” because someone beat them to it. It would take, “Leave troll until after boar!” and spread the phenomenon out across virtually every zone. Yes, it’s irrational to think that content “belongs to someone,” but that has not stopped people from thinking it.

What I am talking about is a mob that gets killed maybe once a day, rather than once every 10minutes. It wouldn’t kick in until there was several hours or even days between kills. This would mean people roam the WHOLE world hunting champions. Not just bickering about queensdale order.

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Posted by: Quiggle.4215

Quiggle.4215

I kind of secretly hoped that the bonus XP meant the loot table maybe was better, but I thought I would post the idea nonetheless. I’m more interested in incentivizing people to hunt all around the world, rather than nerfing the existing champion farms, but I think they should have diminishing returns.

Our guild did the Flame Temple Tombs last night, was super fun. I don’t think the loot was any better, but would totally be great if it was, if nobody had done it in a while.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

Tequatl on my server would drop like a million ascended weapons the day he gets killed.

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Posted by: Straegen.2938

Straegen.2938

Good idea.

I always thought the game would be well served to drop a token from a completed heart. These tokens could be redeemed for high end gear much like a dungeon. This way players would have a reason to continually do heart quests which in turn would make the world feel more populated. Currently most of GW2 feels empty.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: Quiggle.4215

Quiggle.4215

Obviously there would be a limit to how much an “aged” mob could drop. But if it was at all more enticing, I’d roam rather than ride the tea-cups ride in frostgorge

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Posted by: Quiggle.4215

Quiggle.4215

Good idea.

I always thought the game would be well served to drop a token from a completed heart. These tokens could be redeemed for high end gear much like a dungeon. This way players would have a reason to continually do heart quests which in turn would make the world feel more populated. Currently most of GW2 feels empty.

The map completion serves to make that happen at least once per heart, but I’d love to see more event rewards in rare areas.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Altering loot tables based on time between kills would only bring forth problems. With WvW kills, those numbers are static, so it’s easier to code Player A killed 4 times = x WXP. Having multiple loot tables, or different scales within the loot table being accessed would be problematic. In addition to this, it would be completely unfair for players who log in at different times.

Example: The Claw of Jormag is killed on a server with high NA population. The mass of players who log in at the beginning of an NA primetime would get the best loot. But what of the other players who log in 1 hour later? Or 2 hours later? Why should they get lesser chance at loot when they’re killing the same boss?

So unfortunately, while your intent is good, this is a bad idea.

In GW2, Trading Post plays you!

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Posted by: Quiggle.4215

Quiggle.4215

I’m not talking about world bosses. I’m talking about that random champions or veterans in places people just do go to often. It could be as simple as increasing the magic find of the mob death by a bit based on the exploration bonus.

I am not talking about LESSENING the loot anywhere, only increasing it for mobs that have gone for maybe 12 hours without being killed, things like that. There are plenty of out of the way champions that never see a battle.

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Posted by: naphack.9346

naphack.9346

Altering loot tables based on time between kills would only bring forth problems. With WvW kills, those numbers are static, so it’s easier to code Player A killed 4 times = x WXP. Having multiple loot tables, or different scales within the loot table being accessed would be problematic. In addition to this, it would be completely unfair for players who log in at different times.

Example: The Claw of Jormag is killed on a server with high NA population. The mass of players who log in at the beginning of an NA primetime would get the best loot. But what of the other players who log in 1 hour later? Or 2 hours later? Why should they get lesser chance at loot when they’re killing the same boss?

So unfortunately, while your intent is good, this is a bad idea.

Jormag does not stand around, waiting to be killed. He despawns after 30 minutes anyway and the loot is static chest drops.
Where I see problems with this is for stuff like lyssa temple.
The morning shift might get insane drops off the priestess.
Basically, the system should only apply to champions and lower and leave drops from legendary mobs, as they are.
If there are other static champs tied to big world events with huge rewards, just promote them to legendary. There, problem solved.

Also, I think, the system needs tweaking.
Make it scale from 15 minutes to one and a half hour. After that time, it won’t scale further, before that time, the mob will mainly rop some guaranteed stuff and not much special loot.
However, mobs spawning during events would need some special treatment again.
Might be more complicated, actually

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Quiggle.4215

Quiggle.4215

There are probably 100 ways they could implement some incentive. Heck, you could even just increase the money dropped by a mob based on the exploration bonus as a start.

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Posted by: Fenrir.3609

Fenrir.3609

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.

2. You would have no idea as to whether the mob you happened to be attacking was rarely killed or not (and no, it being in a pokey corner of the map doesn’t help, people know where they all are now pretty much). Spending my time, wandering around the same locations I have discovered/uncovered countless time before on countless toons and ending up with crud loot because some guy had been there a bit before is not my idea of a good time.

If you want to wander around hunting down mobs, you go for it. Not sure how it takes any strategy mind, given everyone knows exactly where they are. I’m also not sure why your desire to wander about should impact upon my game time.

3. It could be “trained”. There would be daily/weekly map/champ rotations in order to get the optimal loot. There would no doubt be spawn timers, people would watch them and wait. Some champs already are on event linked website timers.

You think people get annoyed when the FS trains gets ninja’d, well it would be a whole new level of rage with the proposed system.

There are a whopping two main trains in the game at the moment. Don’t like them? Go do the other 99.999% of the content and leave those who don’t mind them to get on with it.

In short, it’s good thinking outside the box but it is in inherently bad idea imo. There is no real reason to remove the few trains we have in the game.

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Posted by: Quiggle.4215

Quiggle.4215

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.

2. You would have no idea as to whether the mob you happened to be attacking was rarely killed or not (and no, it being in a pokey corner of the map doesn’t help, people know where they all are now pretty much). Spending my time, wandering around the same locations I have discovered/uncovered countless time before on countless toons and ending up with crud loot because some guy had been there a bit before is not my idea of a good time.

If you want to wander around hunting down mobs, you go for it. Not sure how it takes any strategy mind, given everyone knows exactly where they are. I’m also not sure why your desire to wander about should impact upon my game time.

3. It could be “trained”. There would be daily/weekly map/champ rotations in order to get the optimal loot. There would no doubt be spawn timers, people would watch them and wait. Some champs already are on event linked website timers.

You think people get annoyed when the FS trains gets ninja’d, well it would be a whole new level of rage with the proposed system.

There are a whopping two main trains in the game at the moment. Don’t like them? Go do the other 99.999% of the content and leave those who don’t mind them to get on with it.

In short, it’s good thinking outside the box but it is in inherently bad idea imo. There is no real reason to remove the few trains we have in the game.

You might have missed where I did not suggest nerfing any champion trains, I just like the idea of incentivizing people to roam the world, kill things or do events that are often forgotten about, and get some reward for it.

I never once said to remove any trains or the loot that they provide, I think it would be nice if they did, for the health of the game, but that is my opinion, not my suggestion here.

Randomize the spawn timers, make people just explore and have fun.

Nothing extreme, nothing to rock the boat that people currently play.

(edited by Quiggle.4215)

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Posted by: Quiggle.4215

Quiggle.4215

I think those who disagree misunderstand the magnitude of my suggestion. I am just thinking that building on the existing exploration bonus that is in the game, would be nice.

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Posted by: Fenrir.3609

Fenrir.3609

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.

2. You would have no idea as to whether the mob you happened to be attacking was rarely killed or not (and no, it being in a pokey corner of the map doesn’t help, people know where they all are now pretty much). Spending my time, wandering around the same locations I have discovered/uncovered countless time before on countless toons and ending up with crud loot because some guy had been there a bit before is not my idea of a good time.

If you want to wander around hunting down mobs, you go for it. Not sure how it takes any strategy mind, given everyone knows exactly where they are. I’m also not sure why your desire to wander about should impact upon my game time.

3. It could be “trained”. There would be daily/weekly map/champ rotations in order to get the optimal loot. There would no doubt be spawn timers, people would watch them and wait. Some champs already are on event linked website timers.

You think people get annoyed when the FS trains gets ninja’d, well it would be a whole new level of rage with the proposed system.

There are a whopping two main trains in the game at the moment. Don’t like them? Go do the other 99.999% of the content and leave those who don’t mind them to get on with it.

In short, it’s good thinking outside the box but it is in inherently bad idea imo. There is no real reason to remove the few trains we have in the game.

You might have missed where I did not suggest nerfing any champion trains, I just like the idea of incentivizing people to roam the world, kill things or do events that are often forgotten about, and get some reward for it.

Nothing extreme, nothing to rock the boat that people currently play.

I was actually about to edit my post in case I came across as too much of an *$%, I certainly didn’t mean to be. Perhaps seeing all the general “nerf x, nerf the TP, nerf farms” threads made me knee jerk somewhat. Well that and my team just got knocked out of the cup! I apologise.

Having alternative styles of play (which also generate gold/loot) is ofc a good idea, as is trying to think outside the box.

So you suggest that there are no loot nerfs, but should a champ/mob go some time without getting nuked, then the % chance of better loot from it goes up.

It might work, but it suffers from the same flaws I mentioned above. Primarily that the system would be no doubt “farmed” as people used API timer websites et al and that, whether you intend it or no, to combat inflation it probaly would end up nerfing champ trains etc.

(edited by Fenrir.3609)

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Posted by: naphack.9346

naphack.9346

I think those who disagree misunderstand the magnitude of my suggestion. I am just thinking that building on the existing exploration bonus that is in the game, would be nice.

Actually, the change will impact champ farming, because I doubt, it will be implemented as a straight up bonus.
There is no reason to toss even more gold and drops into the economy. If this is implemented, the baseline drops will probably be slightly adjusted.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Quiggle.4215

Quiggle.4215

I hear what you guys are saying, it would have to be done in a responsible way. Purely a suggestion I think that if champ spawns were random, it would be more do-able.

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Posted by: Zavve.8205

Zavve.8205

lol good luck cutting off players from their easy money. There is no way those players would ever support this. They want their gold/items as fast as possible with as little effort as possible.

I like the idea but 99% of the players who join the champ train will hate any idea that threatens their fast and easy income. :P

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Posted by: WRay.2391

WRay.2391

Idea is not bad but this should be linked to an account in some way. In the other case ppl from early time zones will more likely to kill champs and you’ll get mostly whites because you just came late.

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Posted by: Dietere.3476

Dietere.3476

lol good luck cutting off players from their easy money. There is no way those players would ever support this. They want their gold/items as fast as possible with as little effort as possible.

I like the idea but 99% of the players who join the champ train will hate any idea that threatens their fast and easy income. :P

This is exactly why Anet should love this idea! They are always nerfing easy gold-earning activities (Cursed Shore event chain, CoF P1, etc). They do listen to players occasionally, but when it comes to complaints about “omg my monies!” they don’t tend to take much heed.

Part of the reason the started champ bags in the first place was to get people to actually fight them once-in-a-while. It would be a pretty cool system, but the short, consistent respawn timers in FS and Queensdale make it so convenient that people just do those particular champs, while other open-world champs are still (for the most part) neglected. Random respawn timers could be great to fix this. I think that’s all they are saying.

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Posted by: Galtrix.7369

Galtrix.7369

I like this idea, and I would take it a step further. The longer a champion goes without being killed the better its loot gets. Every couple of days if it hasn’t been killed it gets upgraded. This would get people out into the world working on all sorts of champions.

The flip side would be a champion that is killed several times in quick succession would just drop whites and maybe a blue.

You’re not thinking like a champ farmer. A hardcore champ farmer, like myself, would abuse that by setting specific times to kill the champions. I would announce it on a website built specifically for this, or I could just announce when the entire server would kill those champions. Anyone who interrupted the farming would immediately be ridiculed and insulted (Not from me, but from the obsessed, farm-crazy people). Whether it be every couple of weeks, every couple of months, people would still find a way to farm them and ridicule the people that want to do it differently.

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

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Posted by: mattastrophic.8201

mattastrophic.8201

Keep in mind, ladies and gentlemen, that this idea does not do anything to affect the current “champ-train” way of doing things, beyond perhaps shrinking the number of passengers a little bit, passengers who would prefer to Not Ride if the rewards were not so vastly inferior. All it does is work to bring rewards for Not Riding the Train up a bit, so they are not so far behind.

If someone off the Train gets a few more rewards while off the Train, that does nothing to the level of rewards received by the Train-riders. There is not a zero-sum dynamic here.

What was the phrase? Play Your Way?

-Matt

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Posted by: mattastrophic.8201

mattastrophic.8201

Whether it be every couple of weeks, every couple of months, people would still find a way to farm them and ridicule the people that want to do it differently.

Fortunately, the world of Tyria is so gigantic that this is very hard to do. Especially when, in order to pooh-pooh the people who want to do it differently, the farmer would have to be in the zone watching his crop. He or she can’t play traffic cop without being at the scene. Which means that person isn’t actually farming at that time.

Would a true farmer take a break from his valuable farming time to police every single monster in Tyria? Is that even possible?

-Matt

(edited by mattastrophic.8201)

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Posted by: Suddenflame.2601

Suddenflame.2601

I think its a good idea. It is impossible to put timers on all the champions and veterans in the game. I suggest going further and making it on normal mobs as well. Of course all numbers in loot tables would be effected such as normal mobs wouldn’t get as high rewards as veteran, veteran not as high as elite, and elite not as high as champion.

It will encourage people to fight random mobs and other champions. Ascalon might actually be played at this point. Orr would also get played again (there is many champions without timers roaming around). Hardcore farmers would never be able to farm all the champs and no effective method could be developed as many champions do not have timers or are event based. So events that are hardly ever done will become played just because of the increased potential rewards.

By adding this system it is better for map completionists.

Ranger; Warrior; Mesmer; Elementalist; Guardian; Engineer
[GWAM] and [LUST]
Mess with the best, die like the rest.

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Posted by: tinymurder.5791

tinymurder.5791

Might be a good idea to add a link to this thread over in the suggestions forum. Plus, I think there’s a thread on this forum that takes suggestions from the players as well. I definitely approve of and support this idea.

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Posted by: Quiggle.4215

Quiggle.4215

Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.

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Posted by: Quiggle.4215

Quiggle.4215

Whether it be every couple of weeks, every couple of months, people would still find a way to farm them and ridicule the people that want to do it differently.

Fortunately, the world of Tyria is so gigantic that this is very hard to do. Especially when, in order to pooh-pooh the people who want to do it differently, the farmer would have to be in the zone watching his crop. He or she can’t play traffic cop without being at the scene. Which means that person isn’t actually farming at that time.

Would a true farmer take a break from his valuable farming time to police every single monster in Tyria? Is that even possible?

-Matt

Exactly, if you random some spawn timers, or even if you don’t. A champ farmer isn’t going to sit to wait for a champ to re-spawn, since its only after they have BEEN up for a long time do they get to be any more valuable.

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Posted by: tinymurder.5791

tinymurder.5791

Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.

Good point, but the CDI thread would be a good spot to add a link to this thread. That way, the devs are more likely to see this excellent suggestion and it can get a larger audience, since there are a lot of people who keep tabs on that thread.

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Posted by: Subdue.5479

Subdue.5479

This is not a great idea. It creates greater disparity where there is currently less. Why should Player B be entitled to an unbuffed drop on Champion X just because Player A happened by it 20 minutes earlier?

If you really want something like this in the game, a better approach would be a personal timer on each champion, where-in any champion that you haven’t personally killed in the last 72 hours will drop a token, some number of which can be used to purchase exotic level 80 items, skins, or something.

That would give people a reason to venture without hurting the players that just want to farm champions, and wouldn’t create a disparity between players based on when they play. Also, the token system is inherently better for something like this than modifications to the RNG.

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Posted by: Rhyse.8179

Rhyse.8179

+1

In addition, there needs to be more random encounters with potential for high value loot. Something like, say, a Skritt hero character that has a chance to appear anywhere in the game that Skritt mobs exist. Something like Veterans, but more unique and with distinctive skills. Rinse and repeat for all major NPC types- even change them around every couple months and replace with new heroes to keep things interesting.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

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Posted by: Quiggle.4215

Quiggle.4215

This is not a great idea. It creates greater disparity where there is currently less. Why should Player B be entitled to an unbuffed drop on Champion X just because Player A happened by it 20 minutes earlier?

If you really want something like this in the game, a better approach would be a personal timer on each champion, where-in any champion that you haven’t personally killed in the last 72 hours will drop a token, some number of which can be used to purchase exotic level 80 items, skins, or something.

That would give people a reason to venture without hurting the players that just want to farm champions, and wouldn’t create a disparity between players based on when they play. Also, the token system is inherently better for something like this than modifications to the RNG.

I really don’t understand what you are talking about. Games are about chance, and exploration and fun —- not treating champions like vending machines. It’s not about anyone entitled to anything, its about the same concept as the exploration XP bonus, just adding more incentive — doesnt even have to be the same type of loot or anything.

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Posted by: Quiggle.4215

Quiggle.4215

+1

In addition, there needs to be more random encounters with potential for high value loot. Something like, say, a Skritt hero character that has a chance to appear anywhere in the game that Skritt mobs exist. Something like Veterans, but more unique and with distinctive skills. Rinse and repeat for all major NPC types- even change them around every couple months and replace with new heroes to keep things interesting.

LOVE this idea.

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Posted by: Quiggle.4215

Quiggle.4215

Suggestions forum seemed to be in the archive section, so I was not sure if it was still the right place to put this.

Good point, but the CDI thread would be a good spot to add a link to this thread. That way, the devs are more likely to see this excellent suggestion and it can get a larger audience, since there are a lot of people who keep tabs on that thread.

Where is this thread?

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Posted by: Galtrix.7369

Galtrix.7369

Whether it be every couple of weeks, every couple of months, people would still find a way to farm them and ridicule the people that want to do it differently.

Fortunately, the world of Tyria is so gigantic that this is very hard to do. Especially when, in order to pooh-pooh the people who want to do it differently, the farmer would have to be in the zone watching his crop. He or she can’t play traffic cop without being at the scene. Which means that person isn’t actually farming at that time.

Would a true farmer take a break from his valuable farming time to police every single monster in Tyria? Is that even possible?

-Matt

I agree, it would be very difficult to do, but that doesn’t stop them from trying. lol, the farmers in this game are so hardcore and obsessed that I wouldn’t be surprised if they posted a guard and took shifts guarding the bosses until the time that they wanted to kill them. Then they would gather everyone they could and say, “auto-attack only so everyone has a chance to loot it”. Or the guard would spam in Gchat or mapchat, “They’re killing my boss, come quick!”

Other than that, I like this idea. It could just be that I came from WoW and expect the worst of people because people farmed in WoW like it was a professional sport. They found ways of farming that I never even dreamed of. Their organization was too good… almost scary good.

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

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Posted by: Subdue.5479

Subdue.5479

This is not a great idea. It creates greater disparity where there is currently less. Why should Player B be entitled to an unbuffed drop on Champion X just because Player A happened by it 20 minutes earlier?

If you really want something like this in the game, a better approach would be a personal timer on each champion, where-in any champion that you haven’t personally killed in the last 72 hours will drop a token, some number of which can be used to purchase exotic level 80 items, skins, or something.

That would give people a reason to venture without hurting the players that just want to farm champions, and wouldn’t create a disparity between players based on when they play. Also, the token system is inherently better for something like this than modifications to the RNG.

I really don’t understand what you are talking about. Games are about chance, and exploration and fun —- not treating champions like vending machines. It’s not about anyone entitled to anything, its about the same concept as the exploration XP bonus, just adding more incentive — doesnt even have to be the same type of loot or anything.

A quick search for “RNG” on this forum will show you how the majority of players feel about “chance.”

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Posted by: Mars.6319

Mars.6319

No, this is a bad idea. I’ve played MMO since they were called MUDs and this is by far the worst idea that I’ve ever heard.

What is wrong with GW2 is that effort does not equate to reward.

What is not wrong with GW2 is that loot is even more seemingly (from a player’s perspective) random.

The champ train is bad but this idea is worse.