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Idea to make the content harder, and more rewarding, with one change!

oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
edited November 2014 in General Discussion (PC)
The randomness of drops frustrates players to no end. It is obviously here to stay. What I propose is adding a "Luck" statistic to gear and enchants.

The luck stat would improve your odds of getting higher tier drops (similar to how tools do for professions). If you are willing to sacrifice stats like power, crit, etc, for luck, you can get a little better chance at getting the highest tier items.

This solves 2 problems at once. Sacrificing stats for Luck would reduce power creep (the luck stat would serve no other purpose than to increase drop chances). The game would immediately become a choice at higher drop rate chance for more difficult encounters, or easier encounters for less drop rate chance. In theory, you could stack luck, but you'd have a hard time going through the encounters.

The only downside I see is people could stack Luck and get a better drop rate for themselves and have others normally geared (most content can be done with 4 players at this point). Not sure how to address that, but I think this would be fairly self policing (most players are selfish, and wouldn't want to simply tow a person through an instance with them doing little just for them to get geared).

Probably won't happen but thought I'd get it down on paper.

(Note I am in favor of token drops to make progress toward gear above the RNG system and even the above, but this is another option).
Post edited by oldbaldyone on

Comments

  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2014
    GW2 tried something like this with +magic find.

    The problem was, people would be way undergeared for a dungeon because they'd show up in all +magic find gear and expect everyone else to carry them through the dungeon. You also had the problem of people's expectations when wearing all +magic find, plus balancing out the intended drop rate of items versus actual drops when taking into account +magic find.

    It essentially created a lot of frustration on the end of the players, who started to feel like they were being cheated out of drops if they weren't doing content in all +magic find gear.

    In other words, on paper, great. In practice, not so much.

    If I recall correctly, ArenaNet eventually removed it.
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  • todddyb1todddyb1 Member, NW M9 Playtest Posts: 18 Arc User
    edited November 2014
    Utility slot
  • todddyb1todddyb1 Member, NW M9 Playtest Posts: 18 Arc User
    edited November 2014
    Companions
  • todddyb1todddyb1 Member, NW M9 Playtest Posts: 18 Arc User
    edited November 2014
    reinforcement kit
  • akemnosakemnos Member Posts: 597 Arc User
    edited November 2014
    the other problem with this is you just run the dungeon or content first, wait for chest and then switch to luck gear before opening. It just means you carry another 8 slots of equipment around with your permanently.
  • karranorkarranor Member Posts: 191 Arc User
    edited November 2014
    I've always liked the way you can get lucky AND earn something. So there is a % it might drop but you always get stuff. Then eventually you can buy it. Sort of like the tomes for the Draconic Boons. You can get lucky and get a drop, or just save up all your scrolls and sigils and buy it.

    DDO has a every 20th thing for raids. Where the 20th time you complete something you get 75% of all loot that can drop listed, then choose one.

    Both those methods mean you will get your gear eventually.

    Basing drops ONLY on % means you may never ever ever ever get it. Even if there is a 99% chance to get it. You might just be unlucky and always, from now until eternity, roll that 100. There is no guarantee of pay off, which is ultimately what we all want. Guaranteed payoff.
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