Player Kill Loot Quality
I usually get spikes, white helmets/swords and heavy material bags from player kills. I get greens and blues from npc kills. For me it is incredibly rare to get anything other than junk or materials from killing players.
Acid Bath Babies Go Plop Plop [FizZ]
Very true/password -l admin password
The loot bags that players drop are actually pretty decent. They sell for four-point-five silver give or take but more importantly…. they STACK! I get tired of GW2 loot management which is at best a chore so these are welcome drops.
“Youre lips are movin and youre complaining about something thats wingeing.”
The problem is exploits, as always.
Imagine you’d get guarantee champ loot from stomp.
What’s stopping you from teaming up with a player from another server and rez rush to him without armor and let yourself be killed?
At places you can get very close without the fear of other people attacking, so we’re talking about less than a minute per box with no down time.
“Put a debuff, a player only drops a champ bag once per 15 minutes”
That would be another thing the server would need to keep track.
“Maybe it could be tracked client side”
No, insta hack.
As much as I’d like better rewards, that’s something hard to put in place thanks to a certain kind of people.
Straegen: Many lv80 mobs drop heavy bags. It’s far from exclusive to WvW. I can go run through the Grawl chasm in five minutes and get the same quality of loot from 40 Grawl (including their heavy trinket bags) as I would in a climax raid night battle where I tagged 40 players (and no doubt some of those would be uplevels with inferior loot).
Calaway: I never suggested champ loot from stomps, that’d be ridiculous. It was just a supporting comparison of how many players are harder/take longer to beat than any champion but give regular mob loot. Nothing to dwell on.
Obviously you can’t equate loot quality by player skill, and the occasional zerg wipefests mean they couldn’t bump it up too much, but a blanket +50%-100% increase in drops would still have WvW much less profitable than any PvE farm, but still a lot brighter for WvWers.
And definitely not something to make world ranks out of, mind. That’d be like MF armor all over again. Maybe a scaling MF bonus in WvW based on rank? (+1% per 10 rank, maybe)? Oooh, I like that idea. Rewards the core players.
(edited by Scumbag Mawile.6384)
And definitely not something to make world ranks out of, mind. That’d be like MF armor all over again. Maybe a scaling MF bonus in WvW based on rank? (+1% per 10 rank, maybe)? Oooh, I like that idea. Rewards the core players.
Make a Scavanger Mastery? Increase your Magic Find when looting players…
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
And definitely not something to make world ranks out of, mind. That’d be like MF armor all over again. Maybe a scaling MF bonus in WvW based on rank? (+1% per 10 rank, maybe)? Oooh, I like that idea. Rewards the core players.
Make a Scavanger Mastery? Increase your Magic Find when looting players…
Yes, but then you’d have pugs running around saving their points for scavenger mastery instead of carrying extra supply or getting stacks off of guards. No bueno.
Maybe each level of rank (Invader = 1, Assaulter = 2, etc.) could award a point you could invest as a permanent +3% boost that applies while in WvW, either to MF, XP or Karma. Would probably want to cap it at maybe 150% or so (which would mean you’d need to be rank 1695 before you could have 150% in one bonus).
Where mastery is applying our warfare experience into expertise, a rank-based personal reward bonus could be our increasing wages as we’re promoted in rank through the Mist War =P
(edited by Scumbag Mawile.6384)