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Can we have a change to the way crystaline entity works

SystemSystem Member, NoReporting Posts: 178,019 Arc User
What I mean is not everyone likes to watch and see the same person sit there and farm a boss/mob for a long time and always get the best loot from it not giving others a chance. Specialty ppl in this game that instance hop or w/e to farm quicker.

Could there be some type of time restriction such as 1) once you leave the instance, having taken part in killing it, you can't enter ( or chance instance once inside) for 30 to 45 minutes, and 2) incase ppl don't leave the instance once they kill it, it will not drop ( anything but the low end vendor trash ) for you for 30 to 45 minutes? You can kill it all you want but it won't drop for you it would drop the good stuff for the next person down. Thus giving the lower dps'ers any chance at some good loot?
Ingame ticket submit #592457



Or here is a total other idea have it drop the good stuff randomly ( not dps based ) for whoever was inside the instance, befor the first shot was fired on the entity upon a reset, and they would of actually had to have taken some action in the fight, firing on it to count for this idea. Thus allowing others to get good loot
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I would simply give it a 24hr coold down for the account not the character.

    Oh and make it a little tougher while you're at it :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    this im sure will be made tougher i agree that it should be something that can only be done once per hour at the least .

    but i am not aggreeing with random on who gets the loot. you take away the camping aspect of it and the big bad dps guys have to reason to stay there. giving more people a chance at getting something better in loot.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Simple fix: have multiple (if not random) spawn points for it, then we cannot park right in front of it. Some more elaborate fix would be even better, but with that simple change i could not anymore just park there, watch some Startrek while every 5 minutes pushing some buttons and getting high end (for Lt.cmd) loot.

    Good thing about everything instanced: Even if mob is badly camped you still have a chance (with about 20 people green loot drops down to 6th place i think, that over 10 or more instances every 5 min), bad thing: There are at least 10 times more blue and green Mk IV items around than should be. And that then leads to people complaining how easy combat is (i think they balanced it not for people who have near perfect gear but for mixed Mk 2-3 and some 4).

    If i were someone at cryptic and looking at this, i would do something quick...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Another thing that i think should be done is make the entity invulnerable to mines.
    Thats the biggest problem right now, people laying mines like mad and insta-pwning it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Are the drops that good seriously?, because you'll upgrade whatever you get when you move on to a new sector, so why complain about something that you'll probably replace soon.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The top person on the list gets a blue tier 4 or 5 items, and then some of the next lot get greens. Probably macroscopically it's causing loot inflation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Also wanna leave a THANK YOU in this thread before it evaporates. Seems fixed now, very well done!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Tretboot wrote: »
    Also wanna leave a THANK YOU in this thread before it evaporates. Seems fixed now, very well done!!!

    ramming speed?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Why not just have a system where it a 2 or 3hour timers and if you kill it once in say 3 hours you get full dmg, However if you stick around and kill it a second time then you only get credit for 80% of the dmg you did. Now the time is rest based off this new kill, So you kill it a 3rd time and you only get credit for 70% of the dmg you do. and so on.

    SO the gold farmer goes to the crysta hoping to make a buck and boom get 1st place with 50k dmg and his 3 hour time starts
    now he repeats it and does the same 50k dmg but only get credit for doing 40k so maybe he takes 2nd place and his timer rest

    he figures hay it bad luck and and trys again going the same 50k dmg but only getting credit for 35k and maybe drops to 4th place. and again the timer reset. So he figures he go farm another fleet actions and leaves.

    and hour later he comes back and trys again doing the same 50k dmg but since he still on a timer and has 2 hours left he only gets credit for 60% and does only 30k dmg and again the timer reset to 3 hours.

    This will help ensure different people get a shot at the loot, hurt the gold farmers and other farmers by forcing them to do other quest, yet still allow folks into the quest to help other out if they not a whole lot of people doing the quest
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