anthriel wrote:Taking into account previous arguments etc, perhaps a good solution would be to diversify the benefits/drops of a worldboss and make the worldboss recurring so the benefits can be cumulatively experienced....
For example, there is an arcane blacksmith NPC somewhere that can make a 'crimson blade' or 'crimson armor' etc out of say 70 'crimson scales'... then the crimson dragon drops X number of 'crimson scales' each time it lands and is attacked successfully (these can be dropstolen and will drop 100% of time if holder is killed)... and the total number of scales dropped b4 worldboss dies is say 100 (meaning effectively one item per worldboss spawn, but consolation 30 scales for ppl who put work in so they could still cash in next time it spawns).
A system like this could:
1. preserve the PVP competition element and the motivation to hit the worldboss even if it isnt on critical hp
2. continue to reward/incentivize people to participate in attacking it - because even if you don't reach the 70 scales to craft the weapon this time, you and your guild can still get something out of it to work towards complete your weapon/armor next time.
3. allow minor guilds or individual players the incentive to sill participate (eg if Guild A holds 60 scales, Guild B holds 30 scales, Guild C holds 8 scales and Individual D holds 2 scales... then there is economy for Guild A to offer gold etc to Guild C / Individual D to buy scales... or alternatively Guild C / Individual D could just hold their scales and work their way up to 70 over multiple spawnings)
The above numbers/scaling of drops etc are just for example... Am pretty new to EO but just thought id throw in a few thoughts that seem to me could result in more happy players without killing the PVP competitiveness or economy of the game. Basically the suggested idea is one where more people can experience fulfillment for their work in attacking a worldboss by sharing in a more diversified benefit than just a single item drop (and players feeling 'fulfilment' is essential to attracting and retaining playerbase)... Anyhoo... just my initial 2 cents... will defer to others to point out whether such an idea has large shortcomings.
I was going to post something very similar to this.
Or you could just leave Crimson Dragon as is, but just add more world bosses that follow this and other mechanics.
Dropstealing does have problems. It's a dynamic that should stay, but not all world/event drops need to be determined by drop stealing. A number of players are at disadvantage with drop stealing due to several factors, only these coming to mind currently:
- Latency: Some people will have more lag than others. Some people live in other countries/continents. Some people just have shitty connections due to monetary factors or even availability. So it very well may happen that when you see an item drop, someone already grabbed it due to the amount of lag.
- Disabilities: Might not be so much the case if you know what's going to drop, but if you don't know what's going to drop then there is no way to macro, and if you somehow have some limited mobility you will be at disadvantage.
Just mix and match it. Dragon is fun and exciting, make other different colored dragons (or other mobs) that offer different rewards. Some can be awarded on KS (We had this dynamic on Kaos too, staff would see who would get the KS), some can use the scale system as described above, some can use most damage done, most spells casted... even more heals/support spells casted for those supportive classes.
We could also have a dynamic of small dragons/monsters/whatever that could take 15-20 mins to kill, spawn randomly and drop a couple of 'shells' as well, and have you gather a given amount in order to craft something. This could also give the sense of 'I accomplished something today' rather than wait for a whole month to kill a dragon.
I think the main problem isn't the fact that the DS dynamic exists, but that pretty much one of the only late game activities to do is dragon. If we had a combination of other things to do, other loot and other rewarding way (that will also demand work, mind you) then everyone will be happy(ier)