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#61
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Since everyone here knows where all the camps are, we don't bother camping non-loot places. Therefore the lower amount of manpower is more effectively utilized to exploit the environment than it was on Live, negating most advantages to increased manpower through optimization.
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#62
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![]() That's some great rhetoric, but it's not applicable in real-world terms.
No single two people (or six, or twelve) can maintain a camp and continuously produce a maximum amount of loot over a timeframe greater than maybe a couple of days. So, routine cycling has to occur for that camp to continue producing at maximum output. A greater population increases the potential for constant cycling, and therefore a greater population is directly correlated to more loot. 4x = 4x is likely inaccurate, but was the statement I chose offhand to discredit the notion that four times the population means four times the rarity of items. | ||
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#63
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#64
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Any additional farming beyond market saturation will only further drive down the price and get left on random_alt_03 because now an individual user just obtains multiple of the same item instead of having to trade it back and forth between characters (which is only slightly trivial). You're right, a camp not being exploited for loot due to lower server population will have a lower total output of items than a server where every camp is perpetually exploited. But that lower population also provides a decreased market size, which will require less supply to still meet demand. You can't have a lower population farming less items without also having a lower market to sell those items to. You are ignoring the demand side of supply & demand and just talking about supply.
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Last edited by falkun; 09-13-2012 at 07:56 AM..
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#65
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![]() I have two opinions that I would like to contribute:
1) I think it is good to let new people have the same chance to get an item through camping that established people have had - even if it leads to eventual "overstock" in the market. This is a natural occurrence even if one were to slow the drop rates. I would guess that for the most part, people who are in favor of slowing the drop rates probably already have most of the items they want. 2) In my opinion, drop rates on P99 for many choice items are already less frequent than on Live. This may be due to a less frequent spawing of named mobs or lower drop percentage or some combination of the above. I will site as examples the Iksar Ceremonial Chestplate (Hunter/Forager cycle somehow spawns less nameds here) the FBSS (freaking uber-rare drop IMO) and the Heirophant Cloak -after many trips to the Crypt I have seen very few drop. Certain spells also seem a LOT more rare.
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~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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Last edited by mwatt; 09-13-2012 at 08:23 AM..
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#66
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![]() The biggest issue with things like the Fungi camp is Hide pulling which was not done on live now people just sit in tube room and single pull PH's all day therefore making it way too easy to obtain.
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#67
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That is the main reason why this particular item has become so common. Killing one mob every 28 minutes is much easier than keeping the camp clear. Asher | |||
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