Quote:
Originally Posted by Lojik
[You must be logged in to view images. Log in or Register.]
I think a new server could implement a few "non classic" mechanics to alleviate people over camping shit with knowledge that people didn't have so easily back in classic.
1) legacy items (mana stone etc.) drop for entirety of server, but with ridiculously low drop rates (1 in 1000.)
2) bard aoes do no damage if mob is moving, ae damage limited to 25 mobs for wizards
3) +-90% variance on ALL mobs. This way it's not easy to just afk xp camp dungeon spawns or afk hold down named camps. Getting timers wouldn't be as effective either, and it encourages grouping to reduce risk of getting overwhelmed. Raid mobs...have fun tracking those windows
|
My point is this.
There is no mechanic you can introduce to promote rareity without it being exploited with those who have huge amounts of time. Which is a tiny portion of the server population.
The only way to actually fix rare drops is to stop them being rare. Nothing else actually works and the experience of dozens of other games is that this does not do anything to reduce the game experience.
time investment is not difficulty, it is not harder to need 16 hours to get a mob which you kill in 30 seconds. The entire idea of rareity failed in EQ and doesnt appear to be needed in any other game.