Tjah ik denk dat we dat wel allemaal hopen; dat het groter wordt :-). En jah ik ben het met je eens dat die items op de schop moeten, want zoals het nu is werkt het inderdaad frustrerend.The Flying Dutchman schreef op dinsdag 18 mei 2010 @ 23:26:
groter dan Mirkwood. Daarnaast hoop ik dat Legendary Items flink op de schop genomen worden, ik haat die dingen. Veroorzaken alleen maar frustraties.
In het topic van bovengenoemde links kwam ik een leuke suggestie tegen mbt de tokens die je nu wint/krijgt om te barteren voor armour. ALs ze dit nu kunnen implementeren worden tenminste weer eens alle instances gedaan ipv alleen SH en Grand Stairs:
The majority of the hatred for the old implementation was because it was so damn random, and it had the all-or-nothing reward system. Sure there's always a few people who will complain when any content is difficult (ie: DD), but I'm willing to wager that was the minority. People like to know they're making progression. Nothing sucks more than fighting for an hour and someone accidentally ruins hard mode, or you lose the roll for the 50th time. It's so incredibly demoralizing.
I think this would be the optimal solution:
for X instances, there will be X+1 types of token.
Instance 1 drops A tokens
Instance 2 drops B tokens
Instance 3 drops C tokens, etc
Then there's a generic Z token.
25 (or whatever) A tokens can be traded in for one piece of armour (say, hands)
30 (or whatever) B tokens can be traded in for one piece of armour (say, chest)
35 (or whatever) C tokens can be traded in for one piece of armour (say, legs)
Z tokens can be traded in for IXP, relics, scrolls, etc.
A, B, C, etc tokens will be tradable for Z tokens on a 1:1 basis.
Instance A is easy.
Boss 1 drops 1 A token
Boss 2 drops 2 A tokens
Boss 3 drops 3 A tokens
Hard Mode drops an additional 6 tokens.
Instance B is moderate
Boss 1 drops 1 B token
Boss 2 drops 3 B tokens
Boss 3 drops 5 B tokens
Hard Mode drops an additional 9 tokens.
Instance C is hard
Boss 1 drops 1 C token
Boss 2 drops 4 C tokens
Boss 3 drops 7 C tokens
Hard Mode drops an additional 12 tokens.
The first bosses drop only 1 token. This is done so that people don't continuously farm the first and easiest boss in the instance. This puts an incentive so that people actually try to finish the instance as well. The hard modes drop as many tokens as all 3 bosses combined, which incentivizes people so that they attempt doing the difficult mode. Basically if you can master hard mode, then you can halve the amount of time you need to spend doing the instances.
It's pretty similar to the current system, but puts a solid incentive towards
1) trying all the instances (current system lacks)
2) finishing all the instances (current system supports)
3) attempting hard modes (current system supports but only in some instances; Most people do not find it worthwhile to attempt SH HM, for example).
For the people who cannot finish hard modes, say like Gurvand's HM, then they may find it more appealing to just do the first two bosses. It'll take a heck of a lot longer, but at least it's not impossible, and at least each run will get you SOME progress as long as you beat at least one boss (we've all run with disastrous PUG's, let's be honest).
Nou in het geval van Johnny speelt dit niet echtVerwijderd schreef op woensdag 19 mei 2010 @ 10:58:
jammer van je RK stone Johnny. Welke Dps legacies had je?
Het is wel een soort loterij zo ja, ten eerste moet je lucky zijn met het symbol.
[ Voor 4% gewijzigd door Rfce op 19-05-2010 11:28 ]
euh...ja