Quote:
Originally Posted by nenja
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Read my post. As I said, my system uses a chance-based system. The chance of getting an item can still be rare without requiring a player to be on a list for tens of hours straight for remotely a realistic chance at an item. These /list camps are only a small example, however.
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According to you, drop rates would be adjusted so that the item wouldn't be any less rare, even though anyone who can get to the corpse can loot it, even if it's been looted by others (the mess this would create would be horrific, but the workability of this system is besides the point - we're talking about the time investment). So you're still getting one manastone roughly every ten hours or so.
You'd still have a situation where an item is rare, takes a lot of time to drop, and there are so many people willing to wait for one to drop. You've just done away with a line up and created a situation where there is a mob of people all clicking on mob corpses all hoping for that once in ten hours on average item to drop. And that's once in ten hours you get one for the entire mob - remember we've adjusted the drop rate so its not dropping any more often - not once in ten hours per player.
You've gotten rid of the queue, so players wouldn't have an incentive for do 50 hour stretches WITHOUT STOPPING, since you can leave and come back and still have the same chance of getting one. You're still looking at a big time investment, unless you're extremely lucky and win the lottery early in the process.
I can't imagine anyone wanting to play the game this way, though. Huge mobs of players would be hanging around near mobs' spawn points, waiting for someone to kill the mob with phat loot so they can ALL loot the corpse. Instead of loot showing up on a corpse and the players who actually killed it deciding who gets what, everyone gets a lottery style chance of looting something? No thanks.