Drop Rates again
To me you're blessed if you can get purples on your own. Cause I sure as hell can't. I run several paper mishes on relentless with my lvl 50, park it in Ouroboros for the day job recipe bonus when I am AFK... and get nothing. Ordinary IO's and craptastic IO sets that take no effort on BM or roll on AE.
Purples? How about all the IO's sets overall? Without AE tickets I would never have sets of Crushing Impact, Obliterations, Mako Bite's, ANYTHING!!!
In 15 Months, I've dropped ONE purple. Count it. One, one..................tick......................... ...................tock.
ONE, O-N-[censored]-E!!! ONE!
Drop rates are a [censored] joke. Honestly, you either have to farm constantly for inf to buy one or simply not bother with ever as to not waste your time.
After IO'ing my brute completely out, admiring it for a minute, I asked the question, "What do I do now?"
No matter how much I farm and lately I can't take much more of this wasting time by farming. And because everything in the game IS a farm. One person cannot get this stuff. Sure, you CAN farm for HOURS and HOURS, gain loads of inf, buy one purple, then repeat. But who willing does that? I couldn't, I can't, I'd lose my mind in that boring trap.
Let's face it MA is killing this game. Every night playing this is another night closer be just quitting.
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To me you're blessed if you can get purples on your own. Cause I sure as hell can't. I run several paper mishes on relentless with my lvl 50, park it in Ouroboros for the day job recipe bonus when I am AFK... and get nothing.
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In the words of my mother in law, you're doing it wrong.
Think of farming like a game of Risk. Would you rather be attacking with 1 die or several?
Change your difficulty level to level 2 (Tenacious or whatever the heck it is redside). More stuff being killed faster is more rolls of the dice. Relentless is pointless while farming (less stuff, harder and slower to kill).
If you really want to get going, you will either need to pad out missions (which blows) or head to a hazard zone. Even for villains, the RWZ has many areas that are still hazard-size. Build to survive Rikti and go nuts.
If you really REALLY want to get going, start marketing. Research, put bids in, go play, collect fat loots. Much more freedom to do what you want while playing, while all your earning takes place afk.
President of the Arbiter Sands fan club. We will never forget.
An Etruscan Snood will nevermore be free
So without the MA you would have not been able to get the sets you currently have. But somehow that means that MA is killing the game? Obviously it has had some very negative impact for you since you now have items you previously wanted but were not able to obtain.
You know, you'd assume that by defeating higher lvl foes, you'd get better items, beating up on AV's and heroes hasn't netted me anything either. It's pretty sad actually. I'm just sick of the playing in that "farming mode", cause, yeah, it took that in order to IO out a build. I've got no desire to do that again. It is such a time waste to me. The whole Risk V.S Reward arguement is total B.S, when you fight stuff 3 or 4 levels higher than you, fight AV's and Heroes, and practically drop nothing. Meanwhile MA farms make so easy. That's killing this game overall, IMO. I'm burnt out running MA farms. I admit that's my own fault, I ran like one or two a day, but can you blame me when Grandville and elsewhere are...empty.
I do play the market a little. But seriously, the prices for purples are ridiculous. I not going to devote all of my time, (what little time I have) to farm/grind out inf. for the millions/billions you have to get. It's insane.
Meh, purples smurples.
Ok DEVS, i apologize. Can i get some drops now? I have a SG member that has gotten 9 purples in a week. 2 others (including my cousin) has gotten 2 on a farm of mine. I ran 4 farms with 7 man spawns and got 1 inv recipe. SO, i apologize, can my account be unlocked for drops again? Thank you!
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MOAR DROPS is an entitlement whine because all it does is increase rewards for something people will do anyway (team so they can steamroll stuff).
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What would completely fix this would be to have an occasional event that dramatically increased the drop rate for PVP recipes and XP too. Like, insanely hugely bump the drop rate to something amazing like 1:5 instead of 1:100 and double or triple XP too. Such that PVE'ers would have the same kind of slavering reaction they have to double XP weekend.
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that's a great idea.
I mean, some folk will just never set foot in a pvp zone, but it would be great incentive for folk like me who'd like to like it.
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Which is it? If the PvP IO thread, you advocate MOAR DROPS, even supporting a suggestion to increase the drop rate on them (for an event, not permanently, I admit) by a huge margin, for IOs that, as has been pointed out to me many times, nobody NEEDS and nobody is entitled to. When is something rare enough that you consider raising the drop rate to NOT be entitlement issues, but instead to be a reasonable, no, a "great" idea?
119088 - Outcasts Overcharged. Heroic.
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Which is it? If the PvP IO thread, you advocate MOAR DROPS, even supporting a suggestion to increase the drop rate on them (for an event, not permanently, I admit) by a huge margin, for IOs that, as has been pointed out to me many times, nobody NEEDS and nobody is entitled to.
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PvP is a niche activity they would like to be more popular.
A 2xp-style blowout seems like a good way to get people to try it out.
And a temporary increase in drop rates to get people to try out a marginal game activity isn't comparable to someone who wants everything to be more common because they think it costs too much.
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When is something rare enough that you consider raising the drop rate to NOT be entitlement issues, but instead to be a reasonable, no, a "great" idea?
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It boils down to a population issue.
A tiny population cannot generate enough drops to fuel a healthy, fun economy. The more restrictions you apply, the less efficiently the small population will generate drops.
The PvP population isn't large enough to supply the market on their own. PO's won't work as a PvP lure absent a reasonable expectation of getting a drop. If things don't dramatically improve POs risk being relegated to a real Black Market, traded within the PvP community and never even getting on the market.
That would result in their "not working" from a design standpoint, and at that point you need to consider changes to the system.
'regular' drops are working great from a design standpoint, so there's no need to adjust them.
You wanting something that is readily available but more expensive than you think it ought to be isn't analogous.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
There is no practical difference between "none for sale at any price" and "one for sale for 1 Billion INF" to most players. When prices are out of reach for most players, then whether or not any are available is a moot point: there might as well not be any available. For most players, there is no practical difference between the availability on the market of the high-end stuff: it's simply not available to them.
PVP IO's traded amongst PvP players, and benefiting the players that actively PvP, instead of being on the market is a design failure only if the devs wanted these to be available in ways other than PvP. The scenario you describe would encourage people to PvP for IOs, rather than marketeer for what is supposed to be a reward for PvP. I can't say that makes a lot of sense to me, but it is a possibility for a dev team that is sometimes extremely concerned with players playing the game the "right" way.
119088 - Outcasts Overcharged. Heroic.
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There is no practical difference between "none for sale at any price" and "one for sale for 1 Billion INF" to most players.
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"most players" aren't the audience for ultra rare IOs.
Whether or not they can afford them is irrelevant.
Your 'most players' mantra isn't relevant to high end goods, no matter how many times you repeat it.
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PVP IO's traded amongst PvP players, and benefiting the players that actively PvP, instead of being on the market is a design failure only if the devs wanted these to be available in ways other than PvP.
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One of their design goals is to be the much requested 'reward' to draw more players to PvP.
They can't do that if they are so rare their only appeal is to the hardcore PvP crew.
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The scenario you describe would encourage people to PvP for IOs...
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Yes, exactly.
Rewards are an excellent way to get players to try things they might otherwise ignore.
And if you get enough of them to dip a toe in the water, some will take the plunge.
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I can't say that makes a lot of sense to me...
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That doesn't surprise me.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Actually, Goat, I might not have been very clear there. The scenario I was referring to was:
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POs risk being relegated to a real Black Market, traded within the PvP community and never even getting on the market.
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That's what I was referring to for that entire post. I know that increasing the rewards might get some people to try PvP, and some might even like it.
What I meant, though, was that if the devs keep them very rare, they provide an incentive to PvP, while making them so valuable that they most likely would never hit the market. Traded, as you said, amongst PvP players on a server. However, The devs HAVE shown a tendancy to obsess at times over people playing the game in a specific way to get specific things. Maybe the rarity of PvP IOs is to make them too valuable to put onto the market at all, keeping them for the most part confined to the community of PvP players. I don't think that's a great idea ("doesn't make much sense to me") but I have seen a few times where the developers have specific idea of how players should be behaving, and will enforce that behavior with a heavy hand.
119088 - Outcasts Overcharged. Heroic.
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There is a middle ground between "the market is several times more efficient in generating rewards than any other use of time." and "The market is useless, the other ways are better." There's a LOT of middle ground to play in there, with the optimal result being "The market is better and faster, but you can get there nearly as efficiently using these other systems."
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I haven't seen anything to indicate the devs share your opinions.
Quite the opposite, in fact.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone