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The Hunt Lure Drop rate needs to be seriously readdressed

smegman#1430 smegman Member Posts: 29 Arc User
Lure drop rates are abysmally low, nobody does these anymore because of barovian gear being better, so maybe throw us a bone here and make them not so nearly impossible to obtain? There is no reason I should be able to kill 35 freaking rare zombie bears in a row with no lures dropping... Same with magebreakers, batiri braves, you name it... the drop rates on most of these is INSANELY LOW, combine that with multiple levels of RNG and its just awful and literally takes weeks worth of hours trying to get a lure for one out of the 3 needed lures... can we PLEASE revisit the drop rates since people aren't using the zone as much anymore? PLEEEEEEASE.

Comments

  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    edited August 2018
    same for Mind Whispers. bad drop rate and they are heavy farmed by others. i just want to finsh and then move on, i HATE THIS BALL AND CHAINS farm tactic. devs has no sense of game flow, nerfing didnt solve it, just more frustrations to hundreds of players wanting to get it done with limited spawn spots.

    let break the bottleneck policy.
  • kayclo2kayclo2 Member Posts: 49 Arc User
    Even an unlock of the lures for trade it on the auction house is a good choice and reduced the pain for complete the hunts.
  • kriptical1kriptical1 Member Posts: 284 Arc User
    edited August 2018
    Thing that gets me is the respawn rate. Very often...not 100%, but very..very..often..the named mob will spawn at a faster rate than its trash placeholders which serves to pretty much cater to the brats out there. By that..I mean..why run a camp(run=keep all the mobs down and arrive at their spawn points before, or a few seconds after their spawning), when you can simply run around someone else’s and take their named spawns without them knowing. Well, we know when we’ve been ganked* simply because the spawn rate of the camp gets all out of wack.

    As someone who really enjoys spawn camping, and has spent the overwhelming majority of the past mod doing just that...it must be said that the spawn rates at best aren’t well thought out, and at worst cater to the mouth breathers, who feel their time too valuable to actually run a camp properly.

    Simply put: Respawn should occur at a consistent time based upon when the mob died. Period. End of story. Anything else is shenanigans...

    Additionally, trash mobs die too quickly (their dps is fine.. hp is lacking), and when that happens drop rates have to stay low to keep the market from flooding.

    Between the time it takes to kill mobs, and the janky respawn rate,neverwinter has taken a solid play concept and effectively tanked it which is very frustrating.
  • midnightitamidnightita Member Posts: 228 Arc User
    Agree. It went to the point where I just get frustrated and leave that to other players.
  • wintermurlocwintermurloc Member Posts: 106 Arc User
    I just couldn't stop laughing and Yes, the hunts at soshenstar was the worst activity I had great displeasure in participating. The same goes for omu but I was smart to abandon it entirely. There were plenty of threads providing feedback by a lot of ppl and we tried, fought and just gave up on it after finding out this torture was going nowhere.

    But the devs definetly heard and learnt from it because the hunts at ravenloft are a drastic improvement and almost everyone appreciates it. I think they themselves are trying to forget that fiasco ever existed. I don't think they are going to go back and change much if at all. At this point I would just simply ask them to make the gear we acquired from the hunts available as a transmute option at the maze engine vendor because no one wants to go through that nightmare ever again to acquire something for its visual apperance.
  • smegman#1430 smegman Member Posts: 29 Arc User

    Thing that gets me is the respawn rate. Very often...not 100%, but very..very..often..the named mob will spawn at a faster rate than its trash placeholders which serves to pretty much cater to the brats out there. By that..I mean..why run a camp(run=keep all the mobs down and arrive at their spawn points before, or a few seconds after their spawning), when you can simply run around someone else’s and take their named spawns without them knowing. Well, we know when we’ve been ganked* simply because the spawn rate of the camp gets all out of wack.



    As someone who really enjoys spawn camping, and has spent the overwhelming majority of the past mod doing just that...it must be said that the spawn rates at best aren’t well thought out, and at worst cater to the mouth breathers, who feel their time too valuable to actually run a camp properly.



    Simply put: Respawn should occur at a consistent time based upon when the mob died. Period. End of story. Anything else is shenanigans...



    Additionally, trash mobs die too quickly (their dps is fine.. hp is lacking), and when that happens drop rates have to stay low to keep the market from flooding.



    Between the time it takes to kill mobs, and the janky respawn rate,neverwinter has taken a solid play concept and effectively tanked it which is very frustrating.

    camping wasn't fun in Everquest 1 and its still not fun today... no clue why game developers think its a good idea at all other than to completely and totally drive us insane... its not like we can even pay for lures... the whole mechanic is idiotic and dated
  • pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    I swung by Omu (for some godforsaken reason) a few days ago and killed a random Magebreaker I about ran over and it dropped a lure. It reminded me that back when I was actively hunting, it seemed the first lure of the day was easy, after that it got torturous. I'm not sure if it was per char or not, I generally only played one at a time through there. I had the very distinct feeling this is how it worked.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    Like most other problems in this game, the issues with hunt lures are a symptom of the fact that the devs can't seem to stop asking themselves, "Now that we've designed this new content, how do we inject the RNG into it in order to annoy and frustrate players so that only the OCD ones will ever finish it or find it fun?" Drops should be guaranteed. Period.
  • seventaru#1314 seventaru Member Posts: 22 Arc User
    edited September 2018
    > @feanor70118 said:
    > Like most other problems in this game, the issues with hunt lures are a symptom of the fact that the devs can't seem to stop asking themselves, "Now that we've designed this new content, how do we inject the RNG into it in order to annoy and frustrate players so that only the OCD ones will ever finish it or find it fun?" Drops should be guaranteed. Period.
    -
    This is a mechanism that all MMO (especially f2p) use to keep you in game as long as possible.

    This does 2 things.
    1- it artificially extends the length of content, so you don't feel "finished' and get bored quite as fast
    2- the longer you are in game, the more likely you are to spend money on it.

    Sadly the grind can really overshadow the fun, like this issue we have here in chult
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    edited September 2018
    they likes getting players into bottleneck situations and making players doing cutthroat for lure drops. for example, Mind Whispter in Omu, heavy farmed mob, some are too lazy to clear placeholders as someplayers were clearing just to get them spawn but getting kill ninja'ed by others players scoop in before you get chance to kill, causing more grief by wasting your time clearing placeholders.

    last week i stop in frustration after i killed 12 mind whisper and no drop and few junks for all that effort. i am feeling more torches and pitchforks getting rowdy. please help calm down the players, you can see lot of upset players and getting bigger.

    i agreed with seventaru, as post said, Grind get overshadowing the fun.
  • kriptical1kriptical1 Member Posts: 284 Arc User
    > @smegman#1430 said:
    > Thing that gets me is the respawn rate. Very often...not 100%, but very..very..often..the named mob will spawn at a faster rate than its trash placeholders which serves to pretty much cater to the brats out there. By that..I mean..why run a camp(run=keep all the mobs down and arrive at their spawn points before, or a few seconds after their spawning), when you can simply run around someone else’s and take their named spawns without them knowing. Well, we know when we’ve been ganked* simply because the spawn rate of the camp gets all out of wack.
    >
    >
    >
    > As someone who really enjoys spawn camping, and has spent the overwhelming majority of the past mod doing just that...it must be said that the spawn rates at best aren’t well thought out, and at worst cater to the mouth breathers, who feel their time too valuable to actually run a camp properly.
    >
    >
    >
    > Simply put: Respawn should occur at a consistent time based upon when the mob died. Period. End of story. Anything else is shenanigans...
    >
    >
    >
    > Additionally, trash mobs die too quickly (their dps is fine.. hp is lacking), and when that happens drop rates have to stay low to keep the market from flooding.
    >
    >
    >
    > Between the time it takes to kill mobs, and the janky respawn rate,neverwinter has taken a solid play concept and effectively tanked it which is very frustrating.
    >
    > camping wasn't fun in Everquest 1 and its still not fun today... no clue why game developers think its a good idea at all other than to completely and totally drive us insane... its not like we can even pay for lures... the whole mechanic is idiotic and dated

    Yeah...that opinion is all you dude... I loved EQ.. too much really. And the only think really idiotic about Omu is the overwhelming tendency for names to often preceded regular trash...which caters to the Mountain Dew infused, dorito dusted, CoD~pieces who run around feeling entitled to other people’s camps.
    ..well that and the trash have no hp.. fewer things are more boring that walking in and blowing up a pack of mobs in 2seconds...I mean..what’s the point..so you can feel, ‘like a Real Man©️‘

    ...it’s no wonder people can’t make it up the hill in FBI when there’s no place to learn the fundamentals.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    The simple fact is that the Chult hunts are a design failure. The abysmal drop rates and the potential for poaching make them basically painful to do. It seems the developers listened to player complaints, though - the Barovia hunts are properly done, and really enjoyable.
    Hoping for improvements...
  • agilestoagilesto Member Posts: 516 Arc User
    adinosii said:

    The simple fact is that the Chult hunts are a design failure. The abysmal drop rates and the potential for poaching make them basically painful to do. It seems the developers listened to player complaints, though - the Barovia hunts are properly done, and really enjoyable.

    I kinda disagree with the design statement. I like the whole design of the Chult hunt, how it's locked on the campaign, and how the system of T1-T2-T3 works. The structure of it really is interesting, as well as the rewards: Unique item, some fancy ring that can go to +5, and item for next tiers hunt.

    The big fail (pretty big one tbh) there is is "only" about the low spawnrate/droprate. When you have so many layers of RNG, there has to be a higher droprate in general. Legendary mounts from lockboxes are infinitesimal, but there's only one layer, so that's ok. The fact that spawnrate is ultra low, that the droprate of these rare mobs is very low, that the droprate of the hunts is kinda low, and the droprate of +5 rings is abysmal makes the whole system a not-fun-at-all grind, where it could be enjoyable.
    Add the fact that you can't even put it on AH, in order to create a more stabilized market than todays GMOP/SMOP one, and your fail is there.

    To compare, I prefer the Chult hunt design to the Barovian design, in terms of structure.
    But, of course, I prefer Barovian hunts because wanted posters can be found on AH (big plus), and the Tarokka cards can make it very interesting to do.
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