Originally Posted by Prinsesa
1. Keep the tier token system, but if you're going to drop three tokens, make it one of each class, for the love of Pete.
3. Instead of a second non-set epic drop, make a boss drop a piece of himself (Gruul's head, Lurker Below's fin, Azgalor's hoof, etc.). This piece can then be turned into a quest NPC somewhere in Shatt or inside the dungeon to get any specific item from the boss' drop table.
|
to 1: please no. Thinking this through leads only to headaches including locking the amount of tokens to three.
Don't forget, in LK there will be 10 classes to 3 tokens. Or maybe 10 classes to 5 tokens?
Or maybe 5 tokens with 4 classes each, and each class on 2 different tokens?
Maybe they want to start with bosses only dropping two tokens, and "nerfing" the instance later on to them dropping 3,4,5 tokens.
And I haven't the faintest idea if the class ratio of a token vs another token is realistic. Are there really the same amount of [Hunter, warrior, shaman] in a raid as there are [priest, warlock, paladin] (not sure which classes here). Not to mention that some classes can get up to three different items for different specs.
And remember the start of BC. all of the clothies weren't even really interested in T4/T5. With the right (wrong!) combination of classes on a token you could insure that one of the tokens would directly go to the disenchanter.
3. is in general a nice idea, but if it's done too much it'll soon get old. Not to mention that if the quest is available only once per player, it probably will lead to too much problems. Think about items changes later, new stats introduced later on which change the values of items, , respeccs, etc.
Originally Posted by Finkum
Off topic: That always struck me as a very unwieldy way to determine loot, as compared to determining loot on mob death. If nothing else it means you have to do a lot of unnecessary calculations, as a significant number of mobs that are spawned will not be killed. Mobs that drop quest items will always have those items in their drop table and then have them hidden if the player is not on the appropriate quest, which will be true for the majority of players for the majority of the time (with some exceptions, obviously). It's all just very counter-intuitive.
I realise that you are referring to that GM quote stating that this was how things worked, but it wouldn't be the first time they've been wrong.
|
it's also semi-proofable that it's the way it works. See blasted land mobs (not the banishing ones).
It may be counter-intuitive to do it this way, but I'm not sure which other way would be really better. I can think of ways of gaming practically every other system where you can somehow influence the drops. And the other systems are probably going to lock you out of items.
Originally Posted by Finkum
Semi on-topic: A system which alters the drop rate based on what current raiders have in their inventories/banks does seem to easily gameable, and won't solve the problem of "useless" drops that are always sharded. Perhaps a more subtle approach might be to keep a history of each player's drop history for a boss and then use this to make the RNG less objectionable (obviously functions best with a fairly static raid comp). For example, if 80% of the members had seen [Yawnworthy dagger] drop in 4 of 5 total kills of [Overlord of Evilness] then it's chance of dropping could be artifically lowered compared to the other options. This is a bit harder to game, especially as the drop chances are modified progressively over time rather than being a binary exclude.
|
How is the system knowing that not everyone wants one [Yawnworthy Dagger]? Because it's actually the [Imba daggr of E-peenness] if used correctly?
And if it's really Yawnworthy (TM), why is it even on the loot table?
Even better: what about changes to items, combat mechanics, stats, theory crafting. Suddenly the item is now the best in game, but it's practically ensured you won't get it.
Example: It's not yawnworthy, but still. I think I could easily distribute about twenty DSTs in my guild. Every member of a class dealing physical damage (this means including resto shamans, holy palas, etc) wants one for their melee equip.
Think about this senctence: "Hey guys, I'm quitting you for another raid because I can't get $item in this raid anymore but can get it easily over there. Bye and have fun."
What if you would tie it to disenchant rate of items? Hey, even cooler, items which are useful for one spec only will probably stop dropping really soon.
Just a bit sad that your new ret pally/boomkin/whatever you got specifically for SWP/$new_instance now can't gear up reasonably anymore as this item would have helped him a ton...
Hey, five weeks no boomkin in the raid because he can't on this week day, he'll *never* get his $item now.
In the end, there are two possibilities:
- random.
- you can choose what you get.
these can be combined (e.g. its random which token drops, but you can choose if you want ele/enh/resto gear).
In the end, most of the complaints about the loot are because many items are badly itemized or not many people want it. If that was fixed, the rest wouldn't be a problem.