Sippin wrote:
Definitely a good move by Daybreak. A better move would have been to flag characters so they can only loot tradeable high-end loot ONE TIME from old bosses. I'm sick of seeing how those original named toons are perma-camped by players who manage to kill them the moment they spawn.
Determining intention (or deciding a new intention) from the devs would help determine how to adjust something. I'm thinking character flagging on named looting would be a fair bit of work to implement, and really upset some people. Maybe some other tweaks could move towards the same end...
-class specific epic loots that are no trade should not be on farmable mobs. So either remove the farm-tempting other loot from said mob, or make said mob spawnable with just the epic drop. Plane of Fear would lose a lot of farming* if the AoN wasn't "worth dropping in for" --so make it nodrop or move it to a new mob in a less disruptive spot for others. Note: chanter epic 1.0 drop in fear is on an otherwise useless mob, but gets wiped when farmers do there thing and the drop rots (chanter epic cannot be MQ).
-if epics are supposed to be hard... make all epic parts nodrop. This would make some epic 1.0 harder than originally intended though... so do they up the drop rate of said items. *and if epic drops weren't tradable then there is minimal market to sell them outside of Multi-questing.**
-Maybe they add a faction vendor that you have to do some quests for to get alternate access to some epic drops. This would be pretty easy to tier. (as in the tier 1 quest would match difficulty of a minor epic quest item and so on). This could actually build lore into the game... rogue's guilds for example make perfect sense as a place that just might have a rare item available to the right customer that does a favor.
-spawn timers set for Kunark population of this game... really should have been changed years ago. Consider last progression and how easy Lower Guk was.... 1 group was clearing camps that used to keep 5-6 full groups busy. Easiest solution is waaay faster respawn because mob behaviour/adds still were risky for the modern group there, but breaking the camps on the long timer removed the risk and the huge area could be easily held. When it is retuned right? When an average-gear full group on a progression server can only hold down 1 traditional camp before the respawns start popping. If Kunark dragons spawned every hour, but cast a 12 hour debuff on you that made you "dragon vulnerable aka autodeathtouch for being in proximity of a Kunark dragon" then one person couldn't own the spawn so easily... and it's not like killing the dragons would be easier.
**multiquesting.... dead "feature" as of Omens of War (iirc)... and for epic 1.0 it wasn't something every class could do. Look at the "abused" items from epics in respects to MQ and change the drop from the traditional mob to "uncrated epic drop#34". Then the class that is supposed to have that drop has to put it into their "epic rogue crate" (that only a rogue can get for this example) and click combine to get the proper version of the item for the quest. Note that this doesn't break any existing looted MQ able drops, just stops anyone from looting epic items for MQ from now on.
---just ideas by the way, not necessarily my platform of what I would want to do