I sent in this suggestion to SE about NM drop rates and building in a mechamism to discourage monopolization:
I would like some feedback on what you think.
The simple fact is, the way the drop system works now with NMs, it only benefits the player who can repeatedly claim for consecutive kills. And these people are the gil sellers. If in a 12 hour period they can get 8 out of 12 kills they have the higher probability of being the one to get the drop.
In effect it has contributed to the creation of the gil sellers by it's very nature. Because there is no built in mechanism to discourage monopolization, in fact monopolization is rewarded.
The control of the supply allows them to increase the price, also the constant competition they represent stresses the regular player base who in turn increase the price when they are able to obtain it due to the increased level of frustration.
What I propose is, attach a database to each character to tracking NM drops. Have the drops recorded per character and have that number of kills and number of each drop factor into the next drop. Quests and missions are tracked so there is no doubt it can be done.
I see this as a NM only effect, not HNM. And only for complete items like Armor or Weapons and not any other drop.
Say NMx drops itemA and ItemB and A is 90% drop rate and B is 10%
kill NMx 1-3 times A is 90% B is 10%Â Â -- player gets ItemA
kill NMx 4-6 times A is 85% B is 15% -- player gets ItemA
kill NMx 7-9 times A is 75% B is 25% -- player gets ItemB
now having gotten the ItemB drop, that players ItemB is flagged and is reset to the original drop rate.
kill NMx 10+ times A is 70% B is 10% and a 20% chance of nothing -- After getting A & B
Each time the player kills NMx again and obtains either ItemA or ItemB the probability of obtaining either drop again is lowered for that player.
Now whether this sort of tracking is permanent or is reset after each conquest update is up to you.
In effect it has contributed to the creation of the gil sellers by it's very nature. Because there is no built in mechanism to discourage monopolization, in fact monopolization is rewarded.
The control of the supply allows them to increase the price, also the constant competition they represent stresses the regular player base who in turn increase the price when they are able to obtain it due to the increased level of frustration.
What I propose is, attach a database to each character to tracking NM drops. Have the drops recorded per character and have that number of kills and number of each drop factor into the next drop. Quests and missions are tracked so there is no doubt it can be done.
I see this as a NM only effect, not HNM. And only for complete items like Armor or Weapons and not any other drop.
Say NMx drops itemA and ItemB and A is 90% drop rate and B is 10%
kill NMx 1-3 times A is 90% B is 10%Â Â -- player gets ItemA
kill NMx 4-6 times A is 85% B is 15% -- player gets ItemA
kill NMx 7-9 times A is 75% B is 25% -- player gets ItemB
now having gotten the ItemB drop, that players ItemB is flagged and is reset to the original drop rate.
kill NMx 10+ times A is 70% B is 10% and a 20% chance of nothing -- After getting A & B
Each time the player kills NMx again and obtains either ItemA or ItemB the probability of obtaining either drop again is lowered for that player.
Now whether this sort of tracking is permanent or is reset after each conquest update is up to you.
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