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Re: Hoarding

Posted: 10 Mar 2015 06:20
by gorboth
Mersereau wrote:Of course you could actually make the game fun and remove some of these silly item limits.
Limitation is the mother of invention, no? Or, in this case, special occasions. If, upon every login, you get to have exactly the perfect weapons and armours, what would ever distinguish one login from the next? What would constitute a special occasion? If every person who logs in should be guaranteed the best items in the game every time, with very little effort, what would ever constitute a distinctive experience that makes you excited and feeling lucky? Is it "fun" to have filet mignon for dinner every night? No, it becomes boring. What is fun is when you get filet mignon after many nights in a row of lentil soup. The extravagant and rare meal becomes a memorable experience to be relished and longed for on the next rare and lucky night.

G.

Re: Hoarding

Posted: 10 Mar 2015 09:00
by Mersereau
gorboth wrote:
Mersereau wrote:Of course you could actually make the game fun and remove some of these silly item limits.
Limitation is the mother of invention, no? Or, in this case, special occasions. If, upon every login, you get to have exactly the perfect weapons and armours, what would ever distinguish one login from the next? What would constitute a special occasion? If every person who logs in should be guaranteed the best items in the game every time, with very little effort, what would ever constitute a distinctive experience that makes you excited and feeling lucky? Is it "fun" to have filet mignon for dinner every night? No, it becomes boring. What is fun is when you get filet mignon after many nights in a row of lentil soup. The extravagant and rare meal becomes a memorable experience to be relished and longed for on the next rare and lucky night.

G.
I am limited at work. I should not be limited in my fun. Gaming should not be work. Gaming is should be fun.

If every time I walk into a restaurant they have run out of filet mignon when I want it, I will find another restaurant. If I can only get what the restaurant wants me to have and not what is on the menu that establishment will not last long.

Item limits have been one of the dumbest ideas in the game.

A better idea is to give an NPC a percentage chance of spawning a special item. There is still hope then one can obtain equipment. If an NPC has a 1% chance of generating a Holy Crystal Axe, it still gives players an opportunity. If all the Holy Crystal Axes have been limited to 1 axe in the realm, and someone else has that axe the player has NO opportunity. He has no incentive to even remain logged in, because there is no chance he will obtain that item.

The game is getting more players. This is good. The game was dead for a long time because Genesis was no fun. It was work. Players want to have fun and not feel hamstrung. If you stick with the antiquated notion that it's a bad thing for players to want to be able to have opportunities to enjoy the game once again, people will leave again.

Quit living in the stone age of gaming. Start learning from why the population left. Player retention should be just as important as recruitment.

Re: Hoarding

Posted: 10 Mar 2015 09:31
by gorboth
Ah, Mersereau, I actually think we're on the same page, here. Cotillion's test aims at very much what you refer to here.

G.

Re: Hoarding

Posted: 10 Mar 2015 10:08
by Kas
It may sound tedious or even weird, but I personally found camping for items with low/certain dropchance a challenge/fun. The dropchance itself limits the presence of the item in the gameworld and really need no further limitations.

If you know the spawnrate and the percentchance of the drop, you can easily predict the average number of items expected to be present in the gameworld at any given time if the npc is slain the second it pops.

It's sufficient enough as a limiting factor. :)

Re: Hoarding

Posted: 10 Mar 2015 11:36
by cotillion
Mersereau wrote: A better idea is to give an NPC a percentage chance of spawning a special item. There is still hope then one can obtain equipment. If an NPC has a 1% chance of generating a Holy Crystal Axe, it still gives players an opportunity. If all the Holy Crystal Axes have been limited to 1 axe in the realm, and someone else has that axe the player has NO opportunity. He has no incentive to even remain logged in, because there is no chance he will obtain that item.
This is pretty much exactly the idea.
There are no longer any hard limits. The old limits are used to calculate the new drop chances.

Re: Hoarding

Posted: 10 Mar 2015 12:04
by Laurel
CHANGES! LIKE!

Re: Hoarding

Posted: 10 Mar 2015 12:09
by Chanele
cotillion wrote:
Mersereau wrote: A better idea is to give an NPC a percentage chance of spawning a special item. There is still hope then one can obtain equipment. If an NPC has a 1% chance of generating a Holy Crystal Axe, it still gives players an opportunity. If all the Holy Crystal Axes have been limited to 1 axe in the realm, and someone else has that axe the player has NO opportunity. He has no incentive to even remain logged in, because there is no chance he will obtain that item.
This is pretty much exactly the idea.
There are no longer any hard limits. The old limits are used to calculate the new drop chances.
We'll have to see how this plays out though, the numbers might need some tweak. But I guess you will evaluate the result. Good work Wizards!

Re: Hoarding

Posted: 10 Mar 2015 12:51
by Zhar
Any change that'll make people run around in death's chainmails, ancient greaves and wielding splendid swords again is a good change :)

Re: Hoarding

Posted: 10 Mar 2015 13:25
by Kvator
Zhar wrote:
cotillion wrote: Unfortunately it seems a huge number of items have been made non breaking.
Personally I think that there's nothing inherently wrong with non-breaking items as long as it is their only distinguishing feature. The problem stems from non-breaking/non-dulling items also being top notch enchanted items. If they were simply good (but not great) items the problem would go away.
agree here! please leave my holy blades! <3 :geek: :ugeek:

Re: Hoarding

Posted: 10 Mar 2015 14:01
by Icarus
Kas wrote:It may sound tedious or even weird, but I personally found camping for items with low/certain dropchance a challenge/fun. The dropchance itself limits the presence of the item in the gameworld and really need no further limitations.

If you know the spawnrate and the percentchance of the drop, you can easily predict the average number of items expected to be present in the gameworld at any given time if the npc is slain the second it pops.

It's sufficient enough as a limiting factor. :)
Well, Kas, now you can do this even more; Now, even if the limit of said item has been reached and is located in the racks in the Tower, you can still get more! Yay, perfect for you :)