View Full Version : for the love of god, fix open dungeon drop rates already
djinnz
12-07-2007, 12:25 AM
<p> just read the lu41 notes. my thoughts</p><p> i understand im a relic from the past and this game no longer is made in any way for people who like to hit open dungeons and , crawl / camp there way around, i got it that every rpg game now must follow the mold of the most successful and have all the decent stuff instanced.</p><p>but if your going to have open dungeons and make them tough (which you have) why on earth cant they have the same drop rate as the instances? did we old fashioned type players do somthing wrong to you in a earlier life to deserve this wooden (treasured) avalanche of mediocre repeated loot?</p><p>come on we have waited long enough this is a few clicks to percentages? (or however you increase the chance of legendry / fabled dropping) can it be that hard to change with this live update?.</p>
Gungo
12-07-2007, 12:52 AM
If you truly were a crawl camp old timer you would think these drop rates are way to fast for legendary fabled.Like the good old days of 8 hour camps.
djinnz
12-07-2007, 01:01 AM
<p>that maybe the case but im trying to have a good old fashioned whine... back off!! <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
djinnz
12-07-2007, 01:03 AM
seriously though in the "good old days" there wasnt an option to go to an instance and have 4-8 named mobs layed out for you with pretty much a guarntee of at least some legendry quality loot. makes the current open zones just feel like wasted time in comparison. not to mention all but one of the instances are easier imho
ReficulFonwaps
12-19-2007, 11:23 PM
<cite>Gungo@Crushbone wrote:</cite><blockquote>If you truly were a crawl camp old timer you would think these drop rates are way to fast for legendary fabled.Like the good old days of 8 hour camps. </blockquote>If only the loot were worth camping for 8 hours I would be there.....
Lodrelhai
12-19-2007, 11:42 PM
I didn't think they were really that bad. My first time through Runnyeye we got 5 metal chests, including masters, fabled gear, and rare harvests. And that was with two other groups also working the zone. Similar happens regularly in Varsoon's - nameds drop metal chests and fabled/legendary stuff 2 out of 3 kills (not so long ago, just last week). The difference seems to be that since these are open dungeons rather than instances, there's sometimes a race to get to the nameds before another group, or the endless camp to make the named spawn if someone got to it first.
Emperors
12-20-2007, 03:03 AM
<cite>Lodrelhai wrote:</cite><blockquote>I didn't think they were really that bad. My first time through Runnyeye we got 5 metal chests, including masters, fabled gear, and rare harvests. And that was with two other groups also working the zone. Similar happens regularly in Varsoon's - nameds drop metal chests and fabled/legendary stuff 2 out of 3 kills (not so long ago, just last week). The difference seems to be that since these are open dungeons rather than instances, there's sometimes a race to get to the nameds before another group, or the endless camp to make the named spawn if someone got to it first.</blockquote>Both of those zones have been revamped to have higher drop rates of metal. In the higher zones such as T7+ you won't see master/ornate chests drop like that.
feldon30
12-20-2007, 06:33 PM
How many times do we have to run The Vaults of El'Arad to get some <b>Ornate </b>or <b>Exquisite Chests</b>?It SUCKS to clear and the see the librarian drop a <b>Treasure Chest</b> with some ranged item with +14 stats. Group of low 60's.Lemme guess -- they nerfed it to annoy farmers.
shadowgate
12-20-2007, 07:12 PM
<span class="postbody"><b>Todays Update:GAMEPLAY</b><ul><li>Legendary treasure will now drop more often from rare and named creatures in Sebilis, Chardok, and Karnor's Castle</li></ul></span>
Valdaglerion
01-17-2008, 07:09 PM
Only thing I can say about rok drop rates all over, outdoor, shared dungeon or instance - BOOOOOOOOOOOOOOOOOOOThey suck. The other night I went to run instances in Kos with friends just to watch loot drop. Much like pvp we might start seeing more level locking on the pve side just to play the levels where the fun really is. People get excited about being rewarded for their efforts. No one wants to spend hours upon hours in a dungeon of any kind and walk out empty handed or with a bunch of vendor trash. Getting through tough fights and tough zones only to watch wood drop makes you go BBOOOOOOOOOOOOOOOOO in game.I have seen people in pickup groups so disgusted at this point when final named drops wood as has every other named in an instance, tehy simply say "screw this, take care folks" and go LD. Dont see them come back online for a couple of days either.Players want to see progression in their characters which is mostly tied to loot and spell upgrades in this game.
Adjorr
01-20-2008, 12:33 AM
i couldnt agree more, there are so many treasure chests drops off nameds i feel like giving up most of the time. for instance the last 4 days in a row i have gone to dfc with my 50 conjorer to solo nameds, i can clear : the sludge cleaner, the 2 guys in the prison, both princes, and the alchemist, i havent found any more im in range to fight though. In 4 days of clearing these 6 nameds for a total of 24 named kills all of which were difficult and often came down to the last scraps of health and power i have been rewarded with 20 treasure chest, 3 legendary sampling spoons worth 6 gold on the broker, and 1 fabled master spell. seems very unrewarding for the work im doing. open dungeons are even worse i clear obelisk top floors regularly and i can kill place holders and nameds sometimes for 3 or 4 hours without a fabled drop. i cant imagaine how groups of people find spliting up loot from dungeons rewarding, but then again i never see other groups in dungeons........ .....
Trynnus1
01-23-2008, 07:06 PM
<cite>Adjorr wrote:</cite><blockquote>i couldnt agree more, there are so many treasure chests drops off nameds i feel like giving up most of the time. for instance the last 4 days in a row i have gone to dfc with my 50 conjorer to solo nameds, i can clear : the sludge cleaner, the 2 guys in the prison, both princes, and the alchemist, i havent found any more im in range to fight though. In 4 days of clearing these 6 nameds for a total of 24 named kills all of which were difficult and often came down to the last scraps of health and power i have been rewarded with 20 treasure chest, 3 legendary sampling spoons worth 6 gold on the broker, and 1 fabled master spell. seems very unrewarding for the work im doing. open dungeons are even worse i clear obelisk top floors regularly and i can kill place holders and nameds sometimes for 3 or 4 hours without a fabled drop. i cant imagaine how groups of people find spliting up loot from dungeons rewarding, but then again i never see other groups in dungeons........ .....</blockquote><p>I am going to be blunt - not flame you.</p><p>You are the reason why the drops rates are lower. You are soloing group content farming for gear to sell. I am not saying you are a plat reseller, but you are farming plat. I use to do this in CT way back when at lvl 54-56 and made good money at it. Many people were soloing Nest for drops at 70 too.</p><p>Open dungeons have no lock out timer therefore there is an unlimited # of named available to a group (as long as you can continue to get the named to spawn). Instanced named means that SOE can limit the # of named you have a shot at in a day - there by limited the inflow of "the good stuff" into the game - even the no-trade.</p><p>Combine the low drop rate (which I disagree with btw) with zone difficulty and you get a severe shortage of gear and masters on the broker. There is no easy answer to the plat resellers, but I believe this is SOE attempt at it. As well as they dont want people fully geared out 2 months into the expansion. It will get better - SOE always increases drops as we get closer to the next expansion.</p>
Belaythien
01-28-2008, 08:43 AM
<cite>shadowgate wrote:</cite><blockquote><span class="postbody"><b>Todays Update:GAMEPLAY</b><ul><li>Legendary treasure will now drop more often from rare and named creatures in Sebilis, Chardok, and Karnor's Castle</li></ul></span></blockquote>Only the devs know what "more often" means. Twice of nothing still isn't worth playing. Personally I'm frustrated by the droprate in Karnor's and Chardok. Chardok for example is just crazy. To go to the deepest areas you have to build a very good group of level 80 players. This takes a considerable amount of time. The drops on the other hand are appearantly non-existent. We've been there for 2-3 hours (plus 1 hour building the group), killed several nameds and did not get a single non-wood chest. This is a total waste of time.
Calain80
01-28-2008, 10:02 AM
The greatest Problem are the players that at 80 FD-Train through the zone to kill the named / PH. If you are in a normal group competing with such a lot it can get even more frustrating. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> They don't bother with Mob density. They just run from named to named killing nothing between them. The only way to stop them it to further increase the amount of NO-TRADE loot (which we already have very much) and encounters like the last named in Kanors (I don't know if there is an exploit like an fix order for the heal, or not, but at least i looks that you need at least three chars to beat him.)
Solaran_X
01-28-2008, 11:22 AM
<cite>djinnz wrote:</cite><blockquote><p> just read the lu41 notes. my thoughts</p><p> i understand im a relic from the past and this game no longer is made in any way for people who like to hit open dungeons and , crawl / camp there way around, i got it that <b>every rpg game now must follow the mold of the most successful</b> and have all the decent stuff instanced.</p><p>but if your going to have open dungeons and make them tough (which you have) why on earth cant they have the same drop rate as the instances? did we old fashioned type players do somthing wrong to you in a earlier life to deserve this wooden (treasured) avalanche of mediocre repeated loot?</p><p>come on we have waited long enough this is a few clicks to percentages? (or however you increase the chance of legendry / fabled dropping) can it be that hard to change with this live update?.</p></blockquote>I'm sure you're taking a pot shot at World of Warcraft, so I thought I'd let you know something. EverQuest and EverQuest 2 were using instances before World of Warcraft launched, so the concept was taken from SOE by Blizzard and used by them.Instances began in EverQuest in Planes of Power, with the Plane of Time. After that, pretty much every raid zone was instanced to prevent competition among raid guilds over Contested raid mobs (which was pretty much every raid mob below Plane of Time and before Planes of Power). In the Lost Dungeons of Norrath expansion, instances were expanded past raids and into group content with those goal-oriented dungeons.EverQuest 2, which launched a few months before World of Warcraft, had every zone except city zones instanced at launch. Hence why you'd see 2-8 copies of every overland zone and open dungeon for the first year or so until DoF was released.Although I do agree with drop rates being too low. Especially for Contested Heroic named in open dungeons like Karnor's Castle and Chardok.
Bruener
01-28-2008, 12:17 PM
<cite>Vaeamdar@Antonia Bayle wrote:</cite><blockquote><cite>djinnz wrote:</cite><blockquote><p> just read the lu41 notes. my thoughts</p><p> i understand im a relic from the past and this game no longer is made in any way for people who like to hit open dungeons and , crawl / camp there way around, i got it that <b>every rpg game now must follow the mold of the most successful</b> and have all the decent stuff instanced.</p><p>but if your going to have open dungeons and make them tough (which you have) why on earth cant they have the same drop rate as the instances? did we old fashioned type players do somthing wrong to you in a earlier life to deserve this wooden (treasured) avalanche of mediocre repeated loot?</p><p>come on we have waited long enough this is a few clicks to percentages? (or however you increase the chance of legendry / fabled dropping) can it be that hard to change with this live update?.</p></blockquote>I'm sure you're taking a pot shot at World of Warcraft, so I thought I'd let you know something. EverQuest and EverQuest 2 were using instances before World of Warcraft launched, so the concept was taken from SOE by Blizzard and used by them.Instances began in EverQuest in Planes of Power, with the Plane of Time. After that, pretty much every raid zone was instanced to prevent competition among raid guilds over Contested raid mobs (which was pretty much every raid mob below Plane of Time and before Planes of Power). In the Lost Dungeons of Norrath expansion, instances were expanded past raids and into group content with those goal-oriented dungeons.EverQuest 2, which launched a few months before World of Warcraft, had every zone except city zones instanced at launch. Hence why you'd see 2-8 copies of every overland zone and open dungeon for the first year or so until DoF was released.Although I do agree with drop rates being too low. Especially for Contested Heroic named in open dungeons like Karnor's Castle and Chardok.</blockquote><p>LDoN was actually one of my favorite expansions from EQ. It allowed raiders and non-raiders something to do in their freetime to build up and purchase pretty good items. I would love to see a similar expansion or perhaps an adventure pack come out with the same principal where clearing a certain dungeon gave you so many points each time, and allowed people the ability to purchase pretty good items or adornments by using those points. It creates a pretty good time sink for those that get bored easily with the game and would stretch the play-time of individuals a long long ways. Instead of having these really nice fabled drop in instances in RoK like they are now, that could be an example of some of the rewards you could get through the faction points.</p><p>As far as the open dungeons, I totally agree that these drop rates need to be increased tremendously. Some of them drop some nice legendary, however these mobs are deep in Seb or Chardok. I mean you have to have a well set-up group to get to them and it is a huge time-sink doing the crawl down there. On top of that they are contested, so another group could come in at anytime and steal the named from you. These are the mobs that should be dropping the nice fabled items that are coming out of instances or the pants that come off the named outside of CoA. These are the mobs that should be dropping at least legendary everytime, and have a real good drop rate on masters as well.</p>
Kinvalar Abolesco
02-05-2008, 01:28 AM
<cite>Vaeamdar@Antonia Bayle wrote:</cite><blockquote><cite>djinnz wrote:</cite><blockquote><p> just read the lu41 notes. my thoughts</p><p> i understand im a relic from the past and this game no longer is made in any way for people who like to hit open dungeons and , crawl / camp there way around, i got it that <b>every rpg game now must follow the mold of the most successful</b> and have all the decent stuff instanced.</p><p>but if your going to have open dungeons and make them tough (which you have) why on earth cant they have the same drop rate as the instances? did we old fashioned type players do somthing wrong to you in a earlier life to deserve this wooden (treasured) avalanche of mediocre repeated loot?</p><p>come on we have waited long enough this is a few clicks to percentages? (or however you increase the chance of legendry / fabled dropping) can it be that hard to change with this live update?.</p></blockquote>I'm sure you're taking a pot shot at World of Warcraft, so I thought I'd let you know something. EverQuest and EverQuest 2 were using instances before World of Warcraft launched, so the concept was taken from SOE by Blizzard and used by them.Instances began in EverQuest in Planes of Power, with the Plane of Time. After that, pretty much every raid zone was instanced to prevent competition among raid guilds over Contested raid mobs (which was pretty much every raid mob below Plane of Time and before Planes of Power). In the Lost Dungeons of Norrath expansion, instances were expanded past raids and into group content with those goal-oriented dungeons.EverQuest 2, which launched a few months before World of Warcraft, had every zone except city zones instanced at launch. Hence why you'd see 2-8 copies of every overland zone and open dungeon for the first year or so until DoF was released.Although I do agree with drop rates being too low. Especially for Contested Heroic named in open dungeons like Karnor's Castle and Chardok.</blockquote>not sure I'd agree with Plane of Time being instanced, since it technically wasn't for quite a while... but LDoN was most certainly instanced, and long before WoW was released.. not to say that WoW might not have also independantly came up with the idea during development.. ya never knowOn the WoW / EQ2 for instances... there was only a 2 week difference in launch date. I'm sure the EQ2 dev team had instances in idea from conception and on, but outright saying that WoW copied the idea is somewhat far fetched, since the amount of time put into these games creation is quite substantial. A bit later, but the WoW closed beta in early 04 had a few implemented instances, which obviously took some time to create.
Vendolyn
02-05-2008, 01:08 PM
I really miss LDoN! It was a great way to gear up, either through drops or points. Also, I love that the instances scaled, so it didn't really matter what level you were. I think there was a minimum requirement of 40 (I'm probably very wrong, it happens!), so even at that level you had a chance to get gear or bank points for higher levels. I got my shaman a lot of xp running through those!I can't say whether or not something similar would be feasible or even work here, but ahhh the memories ;pI think the closest thing here is Splitpaw, and I really like the puzzles, but I lost interest before I even completed half the tasks.
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