General Increasing Drop Rate for Active Parties

Discussion in 'Closed' started by lmy1993, Sep 21, 2021.

  1. lmy1993
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    lmy1993 Active Member

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    Hello,

    Not sure if it is possible but I’m hoping if we could actually reward parties which have active players in bossing / cwkpq?

    If we have 6 active players or more (for example, 10man cwk or 12man HT) the drop rate will increase exponentially.

    this might be option for players who are new or actually prefer to play without mule and don’t mind the exp split, at least they get rewarded in better drop rate.

    Thanks.
     
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  2. ImVeryJelly
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    ImVeryJelly Donator

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    I know where you're coming from but, as long as there's increased goodies... there is a way...!


    (Vid from onekeystory)

    Now throw in a couple BM mules hitting 100s with hurricane in zakum or HT or whatever and suddenly you get super drop rate, for your regular sized party!
     
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  3. kisuza
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    kisuza Well-Known Member

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    Good idea, but as @ImVeryJelly says, there is always a workaround to exploit it.
    If found, then it will make the game even more "mule" story, that video he shared is a prime example of it.

    I think this is workable but not without additional measures:
    1. limit 1 boss entry per IP address, so buying 10 computers doesn't work
    2. If not, the players will probably key-weigh to attack (for example the video above I assume). This is considered robotic play and therefore ban-able.
    3. Define active player? Is one hit per 30 seconds enough?
     
  4. ImVeryJelly
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    ImVeryJelly Donator

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    Just so people know, he had keyboards connected to laptop underneath him, he’s playing with his feet.
     
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  5. kisuza
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    kisuza Well-Known Member

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    Wow so it is actually happening, not a joke lol
     
  6. lmy1993
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    lmy1993 Active Member

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    this is so fresh to hear and much surprising lol

    thanks for the feedback. Yes, I agree if this is to be implemented, there must be new definition in “active “ player
     
  7. nut
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    nut Donator

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    Drop rates are what they are. A fixed system works and is favorable for several reasons, one of which being what @ImVeryJelly said.

    I think it's best that rewards are balanced based on the fundamental difficulty of a piece of content. The responsibility would be on those designing future content to ensure that players are handsomely rewarded based on the effort required.

    Thank you for your feedback.
     

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