Long as we are talking about fighting events let’s even out the drop rate. Get so tired about hearing about some players getting 130 drops an hour while others are getting around 5. Have to wonder really how many posters really exaggerate. But events should not just be about how many drops you get. A drop should provide a feeling of accomplishment. Get so tired of reading so many posts consisting of complaints about the drop rate. And, maybe give some hints on whatever it is that counts towards a drop. Sometimes enjoy reading the speculation about what it takes to get one but not one post after another. Honestly think a max of 20 or so an hour is more than enough for the enjoyment of the game. l
Get so tired about hearing about some players getting 130 drops an hour while others are getting around 5. Have to wonder really how many posters really exaggerate.
Considering that, as we know, the drops fall in a character's backpack, I imagine that the Developers can very well "see as an actual fact, not just a rumor", how many drops a character gets in a given time, and the why (they can see the skills of that character as well as all the gears and weapons they are using), then, they could also introduce adjustments so that the drops' rate would be more evenly split among players using different templates for their hunt....
I think it would be worth spending some resources on because, as you said, I am also tired of hearing such a disparity among players whereas some get 130, and others get only 5 per hour....
So, a Samp that can cut through spawn at a seriously high rate should be nerfed so a thief can get more drops from chests? or a tamer that just cannot kills as much.
Samp are Sam's for a reason and thats high kill rates. Not that anyone listens to you, but IF Sam's were nerved to please people like you that you would see even MORE player leaving this game
bravo, great idea
want more drops. KILL MORE THINGS.
By your logic you would expect a drop per chest for your thief? how many chests an hour would you have to loot to get drops rates of about 20/30 which is the norm for Samps?
its not rocket science
not that they do, but just how many things do you think a player would have to kill to get over 100 drops an hour, oh you forget the potion which you refuse to buy in the store of course.
How many things do YOU kill in an hour roughly? THIS is where your problem is Popps, NOT what others are getting
so how about YOU up YOUR game and improve YOUR chances of drops and not worry about what others might be getting
Once again you want to destroy other players game enjoyment to satisfy YOUR selfish inadequacies
And NO, you cannot use a thief in a treasures of dungeon.
BALANCE.
People always complain of META as being bad for gaming yet, then, when it comes to avoid a given Template to become META and, thus, to have to have it be balanced out, for gameplay diversity, with other Templates, there is complaints....
Do we want gameplay to be balanced out, or do we not ?
If Sampires get too many more drops as other Templates, that is, they are grossly unbalanced, OF COURSE that then players who have limited time to spend in a game would favour usng that Template which is META, and not other the Templates....
And gameplay diversity gets hurt.... with players mostly if not all using the same one template to play....
So, do we want Balance among templates or do we not ?
oh you forget the potion which you refuse to buy in the store of course.
The Potion would need to be "past" the Balance pass among Templates....
That is, Templates should be balanced out with one another WITHOUT a Potion applied (which the Developers can very well assess whether it was or not used in their monitoring....) and then, it would be up to single individuals whether they want to shell the cost of it or not.
want more drops. KILL MORE THINGS.
Why ?
Worn Luck, for example, is "supposed" to bypass the "more kills" argument and "should" increase the number of drops with less kills.....
That is, to my viewing, a Sampire wearing less luck, but killing more often, should NOT get more drops as, say, a Spellcaster or a Tamer killing more slowly BUT, wearing more Luck with their suit....
And the same should be a for Rogue detecting hidden chests, picking locks, removing traps and all that.... their drop rate should absolutely reflect the slowness of their particular gameplay balancing it out with the quickness of Sampires being able to kill spawn in seconds if not fractions of a second....and thus the drop rate chance in hidden chests for Rogues should be, to my opinion, almost 1 per chest if not actually 1 per chest.... to reflect that of Sampires....
BALANCE it out..... that is what I am saying....
And NO, you cannot use a thief in a treasures of dungeon.
That is only because, so far, the Developers have not covered also Rogues as a template which players could use in the "Treasure of" Events Dungeons....
I am still hoping that, sooner or later, the Developers will want to add content and drops' mechanics also for this type of Template in the "Treasures of" types of Events.....
Funny that people are talking about something that wasn't even mentioned in the Newsletter. I think that another event this year is unlikely.
Even though I think there SHOULD be another event; the Devs / followers will say "there is already too much going on for the rest of the year between Trick or Treating / Halloween & the Huntsman / Artisan Festival. There simply is just not enough time to do it all!".
You CAN NOT balance drops when drop are determined by the number of kills. Your miner does not deserve the same amount of drops as a Samp when a Samp kills 50 times more monsters. Even the old ToT were kill based and nobody said a thing, they just made better killing machines. If you want to get the most drops then make the best killing machine. UO is not a socialism experiment so stop trying to make it one, the real world is bad enough.
@ popps I think you need to explain more details about what you think is a balance between a warrior and a thief.
Example.
Warriors to kill 5 top level paragons or 100 normal monsters to get 1 drop.
This should be balanced by a thief to pick say 100 Crates to get 1 drop?
Assuming 10 players use thief, they will need 1000 Crates. This will take up a big space.
Give the Dev an idea of how this design should work. As u can see they are busy coding.
No.
What needs to be balanced out is TIME to get a drop weighted on the different time it takes for different templates to do their respective actions.
For example, if a Warriors can kill 100 creatures in, say, 5 minutes and get 1 drop (which it makes it an average of 12 drops/hour) but a Rogue in that same 5 minutes would only be able to detect hidden, say, 1 or 2 hidden chests, pick its(their) lock(s) and deal with the Trap(2), THEN, to my opinion, a balanced out Design would make it so that the Rogue was to have 50% to 100% chance at a drop per single hidden chest so to enable that Rogue to be able to get 1 drop in 5 minutes, average, just like the Sampire can.
This is what I see as a balanced out Design among different Templates have different gameplay mechanics and different times....
As in regards the number of hidden chests per dungeon, we need to remember that, once emptied, they decay and vanish making room for new ones to spawn....
The biggest issue here, though, is Paragons auto-revealing..... a Rogue which is a character with too many skills for its Profession (Magery, Hiding, Stealthing, Detect Hidden, Lockpicking, Remove Trap, Stealing, Snooping....), is not geared to have room for skills to make him/her able to neither attack the spawns of the Treasure of Dungeons nor be able to defend against them.... its most important defense is hiding and stealthing yet, as we know, Paragons totally kill hiding/stealthing as they auto-reveal at huge distances, across walls and all that.
If the Developers want to permit Rogues' gameplay with hidden chests in the Treasures of Dungeons, it is necessary to give to Rogues a way to remain hidden and stealthing regardless of the Paragons' auto-reveal ability.
Comments
People always complain of META as being bad for gaming yet, then, when it comes to avoid a given Template to become META and, thus, to have to have it be balanced out, for gameplay diversity, with other Templates, there is complaints....
Do we want gameplay to be balanced out, or do we not ?
If Sampires get too many more drops as other Templates, that is, they are grossly unbalanced, OF COURSE that then players who have limited time to spend in a game would favour usng that Template which is META, and not other the Templates....
And gameplay diversity gets hurt.... with players mostly if not all using the same one template to play....
So, do we want Balance among templates or do we not ?
The Potion would need to be "past" the Balance pass among Templates....
That is, Templates should be balanced out with one another WITHOUT a Potion applied (which the Developers can very well assess whether it was or not used in their monitoring....) and then, it would be up to single individuals whether they want to shell the cost of it or not.
Why ?
Worn Luck, for example, is "supposed" to bypass the "more kills" argument and "should" increase the number of drops with less kills.....
That is, to my viewing, a Sampire wearing less luck, but killing more often, should NOT get more drops as, say, a Spellcaster or a Tamer killing more slowly BUT, wearing more Luck with their suit....
And the same should be a for Rogue detecting hidden chests, picking locks, removing traps and all that.... their drop rate should absolutely reflect the slowness of their particular gameplay balancing it out with the quickness of Sampires being able to kill spawn in seconds if not fractions of a second....and thus the drop rate chance in hidden chests for Rogues should be, to my opinion, almost 1 per chest if not actually 1 per chest.... to reflect that of Sampires....
BALANCE it out..... that is what I am saying....
That is only because, so far, the Developers have not covered also Rogues as a template which players could use in the "Treasure of" Events Dungeons....
I am still hoping that, sooner or later, the Developers will want to add content and drops' mechanics also for this type of Template in the "Treasures of" types of Events.....
Even though I think there SHOULD be another event; the Devs / followers will say "there is already too much going on for the rest of the year between Trick or Treating / Halloween & the Huntsman / Artisan Festival. There simply is just not enough time to do it all!".
I think you need to explain more details about what you think is a balance between a warrior and a thief.
Example.
Warriors to kill 5 top level paragons or 100 normal monsters to get 1 drop.
This should be balanced by a thief to pick say 100 Crates to get 1 drop?
Assuming 10 players use thief, they will need 1000 Crates. This will take up a big space.
Give the Dev an idea of how this design should work. As u can see they are busy coding.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
What needs to be balanced out is TIME to get a drop weighted on the different time it takes for different templates to do their respective actions.
For example, if a Warriors can kill 100 creatures in, say, 5 minutes and get 1 drop (which it makes it an average of 12 drops/hour) but a Rogue in that same 5 minutes would only be able to detect hidden, say, 1 or 2 hidden chests, pick its(their) lock(s) and deal with the Trap(2), THEN, to my opinion, a balanced out Design would make it so that the Rogue was to have 50% to 100% chance at a drop per single hidden chest so to enable that Rogue to be able to get 1 drop in 5 minutes, average, just like the Sampire can.
This is what I see as a balanced out Design among different Templates have different gameplay mechanics and different times....
As in regards the number of hidden chests per dungeon, we need to remember that, once emptied, they decay and vanish making room for new ones to spawn....
The biggest issue here, though, is Paragons auto-revealing..... a Rogue which is a character with too many skills for its Profession (Magery, Hiding, Stealthing, Detect Hidden, Lockpicking, Remove Trap, Stealing, Snooping....), is not geared to have room for skills to make him/her able to neither attack the spawns of the Treasure of Dungeons nor be able to defend against them.... its most important defense is hiding and stealthing yet, as we know, Paragons totally kill hiding/stealthing as they auto-reveal at huge distances, across walls and all that.
If the Developers want to permit Rogues' gameplay with hidden chests in the Treasures of Dungeons, it is necessary to give to Rogues a way to remain hidden and stealthing regardless of the Paragons' auto-reveal ability.
Id go for a sick looking lantern or something for Halloween though.
I would love it!!! And the reprocussions.
Opps I thought I was in the Faire thread!
I know lot of people would love that