Kitty gloves
Kitten Mittens!
I think our thinking on this (and again maybe this isnāt something people care about but this was the idea) was since itās tradable, your motivation to grind the items is to sell/trade them even after you get yours.
Perhaps thatās better though since at least that way even if you donāt get lucky and get the mount, you can grind out 50 tokens and just sell those if you donāt care about the drops at all.
Annnywho, headed out for now but Iāll read through additional responses later since I am definitely interested in feedback on this. I guess we could do it like Raids and just keep the chance of the drops in RNG-wise but add a token on the 5th chest thatās guaranteed and put in a vendor for it.
Please. I donāt really mind if the prices are a little high, I just want to know that even if I get really unlucky, I still have a chance for a transmog, or some money.
The problem with the whole itās tradeable so people have a reason to do it, no one is really interested in dram, Iāve been offering millions of dram for the overworld drops, but no one needs millions of dram so they just donāt sell them, Iāve not bought any of the GRINDING drops because it will give me something to do
#richpeopleproblems
Yeah I understand that, but the demand is too low for it ATM and only the mount and kitty will sell. The pot helm is not selling for 9k in the auction house ATM xD
We just need a bit more hard items and an added linear progression that is all I and guess many others want to see.
I bought the harvester 3 from cam because he already had one. Thatās what I meanāt earlier when I said buying them from lucky people. (people who already have more than one of that item)
Same⦠got my 32nd chest, 3 not-so-rare-capes so far, no other rares. I play with the musky, specially for the last stage, 30minutes per stage that is, and easily 2-2.5h per full cycle. Makes 1000-1250h of a fairly boring err ānever-boringā activity for 500 rounds . With a group of two it took us 2h for one round, some unlucky deaths, teleporting, sorting in between etc. included.
Still, there could be super-rare drops like the overworld drops added, and more drops in general to also keep the unlucky people get going, 25 outta 1000s is not very attractive for me to go onā¦
Perfect example as to why the token system would work.
I would like to know exact droprates tbh⦠25 in thousands is vague, if one drops like every 100 chests - with bad luck 200 - I will no longer expect to farm it myself but gladly buy. Edit: Doing the math itās likely worse⦠but on the other hand itās a rather ugly transmog. Also the joy of finding it yourself after all is spoiled once bought.
Edit 2: So no, sometimes itās not about having things, I wanna do something in the game and be rewarded with drops for that⦠the greatest joy I had with this grinder thing, so far, was when my bf got the harvester 3 and gave it to me
Here some numbers I logged btw:
Players: 2 (Musky/Mage)
Chest Contents:
Lvl 1: Blue Scales, 6 Minor Shards, 3 Reagents
Lvl 2: 2 Rotten Finger, 2 Minor Shards, 3 Reagents, 1 Major Shard, Small Tooth, Fat Fly
Lvl 3: Shiny Metal, Lime Major Dye, Bloody Flesh, 2 Reagents, Blue Scales, Minor Shard
Lvl 4: Blue Scales, 3 Reagents, 2 Tooth
Lvl 5: 6 Minor Shards
XP: 20.670 from Mobs, 22.500 from Chest XP = around half-a-level
Time: around 1.5-2h, areas: HS yellow mobs, Wasteland red mobs (areas partly overfarmed, searching mobs and changing areas took the most time)
Result: Grinding is currently worth it for the rare drops, mainly or only. Every other resource is better farmed freely (example tigers for bloody flesh), xp is faster be gotten by hoping events.
I am all for a token system though, if rewards are gotten by a reasonable token amount. I can imagine leveling this thing up myself like 10x, perhaps 20x over a longer time, not 500x though And it would be good if tokens were tradable, I donāt think everyone swims in drams. The grinder can - perhaps - be a help for newer players to catch up on the OG ones, dram-wise.
I still want to lose the thought that I understand the logic behind giving PPL the motivation to keep GRINDING by the possibility of them selling the left-over rare items. BUT currently money is not a big factor in the game, it does not give access to something you can not acquire otherwise. So there is not much motivation from that perspective. A long term goal on the other hand is a better motivation. Or if in the future money can have more meaning.
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