Showing Posts For lexx.7386:
There’s virtually no DR active on any given day.
Magic find makes a huge difference.
You don’t actually play this game, do you …
On the individual player level, DR is alive and well. It kicks in approx 20-30min after killing the same mobs in a localised area. Even your own devs admitted DR exists. It is not the perception issue you alluded to. I am sure many would be happy to document this for you.
As for MF …
Again, on the individual player level, the effects of MF are none to miniscule. MF does not even impact the major source of player loot, namely chests and champ bags.I never used MF before EoL was introduced. Because I salvage a lot, my account MF is now 193%. The only thing I noticed going from MF 0% to 193% was the proportion of green item drops increased over blue items. That is it.
You definition of " huge difference" is significantly different than mine
First point, you have to remember that JS is talking game wide that there is virtually no DR. If a player farms one location of course they will experience but most players don’t hang around one area long enough for DR to kick in.
Second point, that’s how you play. You chose to specialize in content you think should give you better loot rather than ordinary content where MF kicks in, which is why you don’t see it. I imagine that there are loads more critters killed where MF kicks in on a daily basis than the few associated around boss chests. Spend time doing ordinary DEs or sweep a map rather than riding the boss train every quarter hour, then you’ll see MF in action.
One place where this (DR) becomes apparent is the Mad King’s Labyrinth that is currently running. DR kicks in after about 30-45 minutes for me, but it appears to vary between people quite widely. And it is very notable, as in you get 1/10th or less of the previous drops, and the legendary mobs don’t give their loot bags.
For some of my guild mates the DR hasn’t kicked in after more than 1 hour if at all, but relying on selective reporting from them is useless (the plural of anecdotes is not data).
All it does for me is reaffirm the idea that some accounts are incredibly lucky (even if those people sometimes refuse to see, or even acknowledge it), and that it’s something built into the system, even if it is unintentional.
I would opt for a system of option 1 and 2.5, but with an option of trade-ins for rewards.
Taking my own outlier experience as an example I’ve killed Teq about 250 times (much more than 200, less than 300) and gotten both minis 2 times, 0 hoardes.
The Tripple Wurm I’ve killed about 185 (180-190) times: 0 rifle skins, 0 chests, 1 mini (after 170 kills).
I like Tequatl but loathe the Wurms, even though the Wurm encounter itself is more enjoyable. It’s partially the gambler’s fallacy, and partially anger at the RNG nature of the loot that makes me hate it so much. I get garbage most of the time, while other people in the guild have multiple minis, and wurm armor pieces.
I don’t want to take away from their good fortune, I think any “surplus” jackpot rewards should have the option of being traded in for something else at a vendor (say any any 3 fractal skins for a skin of my own choosing, or 1 tequatl hoard for 20 champion bags), along that nature. I just ask that that my work be at least somewhat rewarded, even if it is incremental in forms of tokens.
I’m also in favour of devs taking a closer look into the “lucky/unlucky accounts” idea, because from where I’m sitting I see few people with kitten luck, many with average luck, and few with luck bordering on RNGeesus personal distribution managers. I’m sure that’s not by design, but I wish the devs would take a second look at it, make sure there are no unintended code interactions (the LA marionette achievement comes to mind).
256 if available
Saint Lexx
The loot allocation system has been broken for a long time. On many occasions I’ve arrived at the Centaur event, leap of faith, followed by whirling wrath and gotten an exotic loot bag from the last 3 warbeasts alive, even with 40 people slapping it before I arrived. Other times being in the zerg and going all out on a champ gave me nohting.
There seems to be no obvious way to improve the loot chance other than being in a party.
(Lets also not forget getting white champ bags when you solo a champ)
I remember the devs (or PR people?) saying before GW2 came out that there wouldn’t be bosses that spawn at specific times, that it wasn’t a path they wanted to tread. That partially went out the window after a specific Tequatl patch that put it on a specific schedule.
But with the upcoming boss schedules they are doing a 180 on the original idea. The non-zergable bosses shouldn’t be timegated this way, precisely for the reasons the OP (agenciq ) pointed out.
The Marionette LS boss was a great demonstration of this concept of having a large zerg attack a boss that required a minimum of organisation. The problems seen there will only be exacerbated for Tequatl and the 3 Wurms.
Also:
To the second point, working with guilds will help you identify the trolls and avoid them even more.
It is very likely that the exact opposite is true because the system would classify these people as “people you regularly play with”, making it even easier for them to come troll you.
I also loved the clock tower and in all honesty, it was the most fun I’ve had in a long time.
After first reading about all the rage in the forums I gave it a shot, and after an hour of trying I jumped into the face of the clock and fell into the green goo of undeath. The next run was successful xD
And like HyDraLiNsK.2470 said, it gave me such a rush to complete it the first time, and kept it going for the next 5 hours, it was beyond awesome.
I really hope we will get to see some more puzzles just like this.
If the Giant in Diessa Plateau taught me how to dodge-roll properly, this taught me how to jump properly.