View Single Post
  #12  
Old 08-02-2014, 03:49 PM
knowom's Avatar
knowom
Discordant
 
Join Date: Jun 2006
Posts: 371
Default

A problem with global fully randomized loot like Diablo is range is range so the results are like the lottery they are completely mixed and unpredictable. The flip side is with camps people tend to get territorial over them because it's a lot like creating a monopoly over loot within the game the way they are normally setup. Really I'd say neither system is perfect though providing duplicate camp locations to named mobs in a zone could solve a bit of that. It would require more effort is the problem, but end result could be more favorable.

Raid targets have similar issues, but compounded even further by the fact that they are in even more limited quantities along with having bigger barriers of entry to clear the game content. Guilds act almost like corporations within the game ecosystem in regards to raid content and there are often game loop holes that can be taken advantage of by bigger and or more efficient ones that can cripple or hold back lesser organized or time or resource restrained ones. The raid situation is particularly troublesome where servers do to little to scale the difficulty and requirement along with the loot quality well enough with not enough stepping stones in terms of progression.

I still believe you need a system of not to high not to low in terms of group and raid difficulty and it's corresponding loot rewards with a ample amount of stepping stones or else you'll run into the issue of too much political control and pull from the top 1% of the player base over the 99% in the same way capitalism is a bit broken and flawed.
__________________
"We are all on the same team, and I think not enough people realize this."
- Leetsauce
Reply With Quote