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Suggestion to let everyone in part get the same amount of loot dropped!

As the topic says i think removal of the current looting system will increase the need to run dungeons and would be more rewarding that it currently is for the player base. since items like silver talent drop like so little haveing everyone getting the same loot and amount will make an interest in running stuff so if 3 essence dropped in an aanm run everyone in party get 3 essence.

IF YOU AGREE COMMENT - I SO MOVE.

Comments

  • That would make gearing easier, the exact opposite of the original intention they had when they first created this new gearing system. they'd never do it unless it's like a hardcore neigh-unclearable dungeon like HH or dreadspire (the new one).
  • CornishRexCornishRex ✭✭✭✭✭
    a hardcore neigh-unclearable dungeon like HH or dreadspire (the new one).

    HH has been a joke since awakening/new gear system tbf
  • allofspaceandtimeallofspaceandtime ✭✭✭✭✭
    I agree with the op, they need to give everyone the same rewards. maybe if eme/bhs did this, we wouldn't be losing players left and right. it might even bring more people back and actually keep them.
  • ElinUsagiElinUsagi ✭✭✭✭✭
    I agree with this, I don't understand how koreans like to get a casino from loot on every single dungeon, instead rewarded equally for their efforts to complete a dungeon.
  • MelyodisMelyodis ✭✭✭
    That would make gearing easier, the exact opposite of the original intention they had when they first created this new gearing system. they'd never do it unless it's like a hardcore neigh-unclearable dungeon like HH or dreadspire (the new one).

    Have you noticed that at certain bosses you never get stuff that dropped having everyone get the same amount of loot will make an interest to run stuff the only reason to run stuff right now is to get item XP. How are new players going to get heroic gear by paying to get there when running stuff ain't rewarding. Running trnm gets you 2 silver talent per run from what iv'e seen 2 wth is that scrooge loot. EME has made so much adjustments that is causing problems for players forcing those who like only pve to pvp for golden talents we used to have double vanguards we get that now as an event. EME needs to do something before its to late, I've lost the zeal to play myself a few days ago I pushed my self to play by making another SC weapon for incoming Elin brawler I've begun to stack item XP to enchant. Running guardian legion everyday gets old quick we need something to boost our interest in running content.
  • tisnotmetisnotme ✭✭✭✭
    the way I read it Melyodis the TheNobleNoble isn't disagreeing with you but pointing as to why EME seems to be unwilling to take this route and couple this with EME now seems to take the stance that that the player base should get absolutely zero entitlements in any way instead of a balanced approche due to when they do tend to give anything the always seem to over do it and break the game as well
  • voidyvoidy ✭✭✭✭✭
    edited July 2018
    To enchant heroic oath, you need a material that isn't found anywhere but AAHM. During non event periods, AAHM gives like, 1~2 of those items per run. Everyone rolls on it. You need 4 of those to try enchanting, and the base success rate with maxed item xp is 22%.

    At the very least, in a dungeon like AAHM, each person who participates should get one of those veli mats. People have been saying this for years, it's never been changed, no point complaining about it now. Might as well just play the game during drop events, and play something else during the regular rates tbh.
  • RanranRanran ✭✭
    Rolling on gear is a outdated leftover from the time when dungeons actually dropped gear. I don't think they should remove it though, instead i think they should add mid tier gear back to dungeon loot tables cause it feels good to not only beat other ppl for loot that you need but also make a significant jump in progress in a single dungeon run in the form of a tangible piece of gear that you can put on your character and see a noticeable improvement.

    It doesn't rlly matter what i think tho cause Koreans hate fun and BHS wants this game to die so they can drop it and move onto pubg 2: mobile edition with lootboxes inside lootboxes and TERA 2: reused assets edition with no elins and bad combat but still in unreal engine 3 in 2018 for some reason aka. Ascent: Infinite Realm.
  • So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    The latter situation should already exist. In fact, it's likely that it does exist, and that the reason people have such a hard time with the queues is that people are running in static groups, attempting to gear people they know, instead of gambling on the matching system. This happens a lot in MMOs with matching, because you can't control who you get, so they just form a static group, and run with them. So I don't see this as being a way to help the game, just to help specific gamers, and what happens once they get what they need?
  • allofspaceandtimeallofspaceandtime ✭✭✭✭✭
    So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    The latter situation should already exist. In fact, it's likely that it does exist, and that the reason people have such a hard time with the queues is that people are running in static groups, attempting to gear people they know, instead of gambling on the matching system. This happens a lot in MMOs with matching, because you can't control who you get, so they just form a static group, and run with them. So I don't see this as being a way to help the game, just to help specific gamers, and what happens once they get what they need?

    and you just made the case for why tera needs to add more in game stuff besides running dungeons, like player housing, farming, fishing , and so on. also for them to add content back into tera that they removed.
  • SageWinduSageWindu High Seat of the Jedi Council ✭✭✭✭✭
    So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    Never underestimate a person's laziness.

    I'm going to reference 2 other games for this: Warframe and Path of Exile. Both games allow for a person to trade various items (Warframe goes the extra mile and lets you trade premium currency for items). Warframe features many high-tier items that are gated in some fashion: you have to run specific missions, with specific gear or loadouts, at specific times of the day, the list goes on. There are some people who'd rather just pay for the [filtered] than try to run the content themselves and the reasons why may be as numerous as the people who play the game in the first place (Primes and "corrupted mods" are a hot commodity).

    Trading in Path of Exile can be seen as an integral part of the game as you may need specific items (or an "advanced" version of something you already have that does more or different things) or you may need to clear a specific dungeon in order to optimize your character. A common practice in reference to the latter is what's called "Uber Lab Carries," wherein a very confident player volunteers to take someone else through "The Lord's Labyrinth" with the usual stipulation being "your offering, my loot" (read: you open the dungeon, they clear it for you, but whatever drops is theirs). Again, the person agreeing to the carry may not want to go through the dungeons themselves for any number of reasons.

    Which brings us back to your point. I would argue that even if you already have everything, the next person may not, and thus you (or someone else) have your incentive to run something. Then they run something for the next person, they run something for the next person, and so on and so on.
  • SageWindu wrote: »
    So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    Never underestimate a person's laziness.

    I'm going to reference 2 other games for this: Warframe and Path of Exile. Both games allow for a person to trade various items (Warframe goes the extra mile and lets you trade premium currency for items). Warframe features many high-tier items that are gated in some fashion: you have to run specific missions, with specific gear or loadouts, at specific times of the day, the list goes on. There are some people who'd rather just pay for the [filtered] than try to run the content themselves and the reasons why may be as numerous as the people who play the game in the first place (Primes and "corrupted mods" are a hot commodity).

    Trading in Path of Exile can be seen as an integral part of the game as you may need specific items (or an "advanced" version of something you already have that does more or different things) or you may need to clear a specific dungeon in order to optimize your character. A common practice in reference to the latter is what's called "Uber Lab Carries," wherein a very confident player volunteers to take someone else through "The Lord's Labyrinth" with the usual stipulation being "your offering, my loot" (read: you open the dungeon, they clear it for you, but whatever drops is theirs). Again, the person agreeing to the carry may not want to go through the dungeons themselves for any number of reasons.

    Which brings us back to your point. I would argue that even if you already have everything, the next person may not, and thus you (or someone else) have your incentive to run something. Then they run something for the next person, they run something for the next person, and so on and so on.

    Except that, in your example, everyone's not getting the drop, hence "your offering, my loot". If everyone's getting the drops, that doesn't really work, does it? The way it's laid out, all you have to do is be in party, in the dungeon, to get the same chance as someone that's doing the carrying. The only way to balance that out would be to make the drops even rarer than they are now, and I'm guessing that that wouldn't go over very well.
  • SageWinduSageWindu High Seat of the Jedi Council ✭✭✭✭✭
    SageWindu wrote: »
    So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    Never underestimate a person's laziness.

    I'm going to reference 2 other games for this: Warframe and Path of Exile. Both games allow for a person to trade various items (Warframe goes the extra mile and lets you trade premium currency for items). Warframe features many high-tier items that are gated in some fashion: you have to run specific missions, with specific gear or loadouts, at specific times of the day, the list goes on. There are some people who'd rather just pay for the [filtered] than try to run the content themselves and the reasons why may be as numerous as the people who play the game in the first place (Primes and "corrupted mods" are a hot commodity).

    Trading in Path of Exile can be seen as an integral part of the game as you may need specific items (or an "advanced" version of something you already have that does more or different things) or you may need to clear a specific dungeon in order to optimize your character. A common practice in reference to the latter is what's called "Uber Lab Carries," wherein a very confident player volunteers to take someone else through "The Lord's Labyrinth" with the usual stipulation being "your offering, my loot" (read: you open the dungeon, they clear it for you, but whatever drops is theirs). Again, the person agreeing to the carry may not want to go through the dungeons themselves for any number of reasons.

    Which brings us back to your point. I would argue that even if you already have everything, the next person may not, and thus you (or someone else) have your incentive to run something. Then they run something for the next person, they run something for the next person, and so on and so on.

    Except that, in your example, everyone's not getting the drop, hence "your offering, my loot". If everyone's getting the drops, that doesn't really work, does it? The way it's laid out, all you have to do is be in party, in the dungeon, to get the same chance as someone that's doing the carrying. The only way to balance that out would be to make the drops even rarer than they are now, and I'm guessing that that wouldn't go over very well.

    Yeah, but that's not the point I was making, in reference to the point you made in the part I quoted.

    You asked what incentive would people have to run dungeons if they already have everything from running dungeons, right? I answered - in somewhat laborious fashion, I'll admit - that profit would ultimately be that incentive. And favor with a "younger" member of the playerbase, if that person happens to care about such things ("I met this player in the game and they took me through blahblahblah! It was awesome!"). You find people, you get loot, you sell it, ???, and profit.

    Sort of like the old days of TERA before crafting got gutted, really.
  • SageWindu wrote: »
    SageWindu wrote: »
    So I see this working, for about a month. Then, everyone has everything, and we're parked at "There's no reason to run this, I have all I need". There's no market for it any more either, because everyone's getting it for free in the dungeons, why buy it, where it's something that can be sold? Over the last 30ish years, I've seen that scenario pop up more than people may like to admit or know. Once you have the items that drop from a dungeon, what's the impetus to run it any more? The whole idea behind the way loot drops in MMOs is to keep people striving for it, or for the upgrades, but once everyone has it, there is no impetus to run it, there is no reason to set foot in there again, unless you decide you want to help a friend/guild mate get something.

    Never underestimate a person's laziness.

    I'm going to reference 2 other games for this: Warframe and Path of Exile. Both games allow for a person to trade various items (Warframe goes the extra mile and lets you trade premium currency for items). Warframe features many high-tier items that are gated in some fashion: you have to run specific missions, with specific gear or loadouts, at specific times of the day, the list goes on. There are some people who'd rather just pay for the [filtered] than try to run the content themselves and the reasons why may be as numerous as the people who play the game in the first place (Primes and "corrupted mods" are a hot commodity).

    Trading in Path of Exile can be seen as an integral part of the game as you may need specific items (or an "advanced" version of something you already have that does more or different things) or you may need to clear a specific dungeon in order to optimize your character. A common practice in reference to the latter is what's called "Uber Lab Carries," wherein a very confident player volunteers to take someone else through "The Lord's Labyrinth" with the usual stipulation being "your offering, my loot" (read: you open the dungeon, they clear it for you, but whatever drops is theirs). Again, the person agreeing to the carry may not want to go through the dungeons themselves for any number of reasons.

    Which brings us back to your point. I would argue that even if you already have everything, the next person may not, and thus you (or someone else) have your incentive to run something. Then they run something for the next person, they run something for the next person, and so on and so on.

    Except that, in your example, everyone's not getting the drop, hence "your offering, my loot". If everyone's getting the drops, that doesn't really work, does it? The way it's laid out, all you have to do is be in party, in the dungeon, to get the same chance as someone that's doing the carrying. The only way to balance that out would be to make the drops even rarer than they are now, and I'm guessing that that wouldn't go over very well.

    Yeah, but that's not the point I was making, in reference to the point you made in the part I quoted.

    You asked what incentive would people have to run dungeons if they already have everything from running dungeons, right? I answered - in somewhat laborious fashion, I'll admit - that profit would ultimately be that incentive. And favor with a "younger" member of the playerbase, if that person happens to care about such things ("I met this player in the game and they took me through blahblahblah! It was awesome!"). You find people, you get loot, you sell it, ???, and profit.

    Sort of like the old days of TERA before crafting got gutted, really.

    I wasn't here for the crafting gutting... Anyway, there's not going to be any profit to be made. After a few months, on the outside, the market is going to be flooded with those "rare" drops. In the early days of Neverwinter, you could fully end game equip your character for under 1K gold. You could get that gold just leveling up, no need to play the market, or trade runs for loot. Just run the story quests to end game, hit the AH, and presto. I geared up 4 characters in exactly that fashion, and then found that there was nothing to play for. That whole process took two weeks.
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