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View Full Version : Make Rares RARE AFTER quest encounter



Drekisen
05-23-2012, 11:10 PM
Come off it Devs...for the people who continue to line your pockets that have gone through this game a bazillion times which makes a lot if not the majority of us.....XP is precious and so is time.....or rather avoiding monotony and boredom.

Begone with this RARE thing and allow them to all spawn upon reaching their location for the first time.

After the first time defeating them...then make them rare.

Can this be done....I'm not sure but I know you have the coding for multi-layered instances for LoTRO.

Oh well.....just a wish :D



P.S. title should read after FIRST encounter not QUEST encounter. :p

Hambo
05-23-2012, 11:15 PM
Come off it Devs...for the people who continue to line your pockets that have gone through this game a bazillion times which makes a lot if not the majority of us.....XP is precious and so is time.....or rather avoiding monotony and boredom.

Begone with this RARE thing and allow them to all spawn upon reaching their location for the first time.

After the first time defeating them...then make them rare.

Can this be done....I'm not sure but I know you have the coding for multi-layered instances for LoTRO.

Oh well.....just a wish :D



P.S. title should read after FIRST encounter not QUEST encounter. :p

Whatever Turbine has for LotRO may not be usable with DDO.

LotRO was developed with different partners than DDO, and they may have a bit to say about what can legally be shared with other Turbine properties.

FranOhmsford
05-23-2012, 11:20 PM
Come off it Devs...for the people who continue to line your pockets that have gone through this game a bazillion times which makes a lot if not the majority of us.....XP is precious and so is time.....or rather avoiding monotony and boredom.

Begone with this RARE thing and allow them to all spawn upon reaching their location for the first time.

After the first time defeating them...then make them rare.

Can this be done....I'm not sure but I know you have the coding for multi-layered instances for LoTRO.

Oh well.....just a wish :D



P.S. title should read after FIRST encounter not QUEST encounter. :p

I think you've got this the wrong way round!

It would make far more sense to have rares appear every time once you've completed a set number of slayers - I'd suggest 200 for 400 max slayers, 400 for 750 Max slayers, 750 for 1500 max slayers and 1500 for the rest.

Exceptions:
1. Rares with Named Loot {Cannith Manufactory}.
2. Sands - Special Exception - Have Named Loot actually appear the first time you kill said rare {for all characters in party when rare is spawned}. Afterwards it can go back to the standard terrible drop rates.

Gremmlynn
05-24-2012, 12:01 AM
Great idea...for a single player game. Problem is, which group member counts for having/not having done the rare or slayer count, depending on which way one wants it to go?

While occasionally annoying, the current system has one thing going for it. It can't be manipulated to anyone's advantage.

Drekisen
05-24-2012, 01:03 AM
Bah....I just think it's silly...with all the new XP bonuses getting to a point where you have to do slayers is a thing of the past even if you mess up your leveling regime.

For a first time player it would still be thrilling to get to a Rare for the first time.....even if on the first time for each toon they were a for sure spawn.

After you have TR'ed a character so many times who wants to be plagued with the 1-2 rares left for quest completion but they will now spawn at a 90% reduced rate "bug"

It's just plain annoying...and some people say I just have bad luck...but over 20+ capped toons and this happening to me on multiple occasions in multiple wilderness areas...I think not.

The kill count boost item was lame...they should have changed slayers to xp/kill and added a store items to increase that xp instead......for me personally the slayer areas are still an atrocity for gaining XP.

sdrocky
05-24-2012, 01:16 AM
Well then dont do them. Simple

Lonnbeimnech
05-24-2012, 01:20 AM
Shadow crypt and von3...

Nagantor
05-24-2012, 07:41 AM
Rares add a nice random element and if you know their locations, gain your slayer counts by simple visiting those locations and not killing anything outside that path. You'll get all rares in time except for the explorers which are outleveled so quickly that it doesn't matter anyway.
It's not as if you'd loose a huge percentage of the explorer areas xp if you miss a rare. Low chances to get certain items... Well, I think there was a new game released very recently which is based nearly solely on this striving to gain the rare stuff. I heard it's moderately successfull.

(Not to forget, if rare items become common they're boring and without goals to achive, ddo becomes boring.)

Maxallu
05-24-2012, 07:57 AM
Then they would not exactly be RARE then, would they?

FranOhmsford
05-24-2012, 08:11 AM
Rares add a nice random element and if you know their locations, gain your slayer counts by simple visiting those locations and not killing anything outside that path. You'll get all rares in time except for the explorers which are outleveled so quickly that it doesn't matter anyway.
It's not as if you'd loose a huge percentage of the explorer areas xp if you miss a rare. Low chances to get certain items... Well, I think there was a new game released very recently which is based nearly solely on this striving to gain the rare stuff. I heard it's moderately successfull.

(Not to forget, if rare items become common they're boring and without goals to achive, ddo becomes boring.)

I have a compulsion to complete slayers {At least until I hit Red Fens that is}. I've completed Korthos Slayer without getting Zeer exactly once out of 50+ characters.
I've never completed Waterworks before getting all 6 rares.
I've never completed Tangleroot before getting all rares.
I've never completed Sorrowdusk before getting all rares.

I've regularly done rare only runs in 3 Barrel so as not to complete the slayer first {330+ slayers/run means it's very easy to complete before getting the rares otherwise.}.
I've regularly completed Cerulean Hills slayer before getting the Halfling or the Quickfoot {Both are ridiculously rare compared to the others}.
If I don't get the Fire Ele early {this does happen from time to time} I can be pretty sure I'll complete Searing Heights slayer before getting him.

The Halfling in Cerulean and The Fire Ele in Searing are by far the worst rares as both require a lot of kills to get to and both seem to have a far lower spawn rate than the rest.

Restless Isles has only 3 rares but one of them requires a quest item to reach {explorer too annoyingly}. Still if you know how to get said item it's not too hard to complete the rares before hitting the max slayer.

Ataraxia is like 3 Barrel but with less slayers/run - I've never completed the slayer before getting all rares here.

Red Fens - AAAaaaaaaaaarrrrrrrrgggh
7,500 slayer at 150 a time is just ridiculous!
Rares are not the issue here - Regularly get em all before hitting 750.

Sands - We all go rare hunting here for items don't we? Of course most people just go after 1 or 2 rares but I tend to do the entire run until I have them all - I haven't hit 3000 Gnolls, 1500 Undead or 1500 Scorrow on any character YET I've completed the rares on a few.

Gianthold - Rares aren't really rare here are they - Let's face it this slayer suffers from Red Fens Syndrome - Far too few slayers/run.

Vale - If you complete 1500 of both here before getting all the rares something's seriously wrong.

Reaver's - Rares aren't all that rare here either.

Cannith Manufactory - Wrack turns up 99% of the time, Stellite and Bulat are regular enough, Tegan however is a pain - But still if you get 750 slayer before getting all 4 something's seriously wrong.

Amrath - Not completed yet so can't be sure but rares don't seem too uncommon so far.


I complete all slayers up to Ataraxia except Red Fens {1500 is going to be my limit on most toons for this}.
I plan to complete Sands someday.
Gianthold I loathe.
Vale, Reaver's, Amrath and The Manufactory probably won't ever get completed.

However I do make sure I get all Explorers and Rares in every slayer.

EDIT: How on Earth did I forget Orchard - Runs for taps {so long as you don't do Rat au Van runs} net you the rares pretty easily.

QNecron
05-24-2012, 09:15 AM
(Not to forget, if rare items become common they're boring and without goals to achive, ddo becomes boring.)


Let us also not forget if we are hardly/never get rewarded for our time spent that the game becomes to grindy and not fun, then DDO is forgotten for other games that are.

Nephilia
05-24-2012, 09:21 AM
Find a named is still fun :)
What is not fun is slayer-thing on wild-areas :(
It would be not better if kills in a specific area would be progressed by the kills u made into the quests of the same area? :)

QNecron
05-24-2012, 10:06 AM
The kill count boost item was lame...they should have changed slayers to xp/kill and added a store items to increase that xp instead......for me personally the slayer areas are still an atrocity for gaining XP.


No way this will ever happen, would be too beneficial to the player. Just think if Red Fens slayers were 50XP a kill. Not much right? 150~ mobs spawn each time, so that 150x50 or 7500XP. Now apply XP potions and tomes to that. It would be better for a party of 6 to split into 3 parties of 2 and clear out an area, collect XP, recall, disband, reform and do it again. XP/Min wise it would be so much quicker than doing quests, and not to mention easier as slayers are often much easier than dungeon mobs.

That's not counting rares, spawning rares (vale spider, vale bats, orchard rats) that would add even more XP.

Thrudh
05-24-2012, 10:08 AM
Treat your OCD, and you won't feel that weird need to find and kill every RARE.

teh_meh
05-24-2012, 10:17 AM
*** is the point of it being "rare" if it's not rare?

Just for suggesting this, I'm going to anti-suggest it. Devs, please nerf the spawn rates on oranges. They're too frivolous and plentiful.

Xynot2
05-24-2012, 04:19 PM
Find a named is still fun :)
What is not fun is slayer-thing on wild-areas :(
It would be not better if kills in a specific area would be progressed by the kills u made into the quests of the same area? :)

Very true- I would suggest favor for wilderness areas. With only 2 or 3 exceptions, (ok maybe 4) I avoid slayers like the plague unless Im using them for that last few XP. Cerulean Hills, Searing heights and korthos are poorly laid out making chasing after rares, pointless because they are too spread out and too few quests to make it worth it.

Adding some of the quests in town areas out to the wilderness areas would help make it less of a monotony. Shrink some of the wilderness areas. And if we're overhauling, lets have fewer dead spots. Dead spots= long stretches where there is nothing to find and nothing to fight. Cut off the last 2 tiles in Abbot. Make it so you can reapeat the 5th necro(in 1-3) without having to flag it again like shroud, abbot, etc etc.

Give melees true fort and 1500 damage for str over 60! And I WANT CATS AND DOGS SLEEPING TOGETH....

*looks at watch* Dam. Late for meds again.

LordMond63
05-24-2012, 09:55 PM
Alternative idea: increase the chances of special loot dropping for everyone in the group if it is the first time the rare spawn has been killed by anyone in the group.

Thus, a party of six kills the rare mephit out in Sands and it is the first kill for three of the party members, the game should make three rolls for the Bloodstone to drop at the normal chance and three at an increased chance. While I'd prefer that the rolls at the increased chance take place specifically for those players of which it is the first kill of the mephit, I'm not sure how difficult that coding might prove to be, so I'd be reluctantly OK with the increasec chances be awarded randomly.

markymarksta
05-24-2012, 10:16 PM
Come off it Devs...for the people who continue to line your pockets that have gone through this game a bazillion times which makes a lot if not the majority of us.....XP is precious and so is time.....or rather avoiding monotony and boredom.

Begone with this RARE thing and allow them to all spawn upon reaching their location for the first time.

After the first time defeating them...then make them rare.

Can this be done....I'm not sure but I know you have the coding for multi-layered instances for LoTRO.

Oh well.....just a wish :D



P.S. title should read after FIRST encounter not QUEST encounter. :p

Hi Aiayn,

I don't bother trying to get all rares in an explorer area.

Under the model you propose I would.

Sounds like the idea has value.

themoonbreaker
05-25-2012, 12:00 AM
/not signed.

I like the randomness of rare. There are so few things left in the game that are left.to chance, I would hate to see rare spawned become another predictable thing where all you have to do is show up.

Drekisen
05-25-2012, 02:42 AM
Hmmm...oh well...it was worth a try.....I find the fact that you never know what you will get from your 20th.....including something that is useless....plenty enough random for me.

Problem is I am a 5 year vet and my opinions are severely watered down and jaded....if I had started playing 1-2 years ago I would be making no such petition :D


I see from this thread tho that even older players still enjoy leveling new toons or TR'ing...I just wanna get done with my full 3 WIZ lives and my heroic leveling days are done...unless they add new WIZ past life feats :p

I have way to much fun playing others games to keep beating this dead horse

Moonsickle
05-25-2012, 12:23 PM
Guess that's why they give a little more xp for Rares than Explorers... as it would seem a Rare npc wouldn't show up as often say an entrance to cave?

Plus Rares give xp when you find them more then once.

Actually I've never had problem a with Rares... except that I find them too quickly.

On most 1500 or less kill wilderness areas I have all the Rares done by the time I've reached 750-1000 range... then find it somewhat boring to continue on, even if the xp is really nice to get there.

My main has probably killed more than 9k undead alone in Sands and has yet to pull a Bloodstone/Ring of Spell Storing/Fire Greaves [ I know Commander isn't undead, but he's in the neighborhood 8) ] I saved all the tokens from Sands on him to see how many I would have before I pulled one of those items 10,500 tokens and counting.

Yet I finally got a another character up to Sands hunting level... he pulled Bloodstone on 1st rare kill and then at around 1000 undead kills a few days later he pulled a 2nd Bloodstone and a Ring of SS on the same run [ within 5 minutes apart].

I'd believe there is is some kind of loot table decided for your character when rolled... my Main [1st char I made] gets ML2-4 gear in Sands regularly and pulls unusually low gear in other quests too.
My other Sands level character seems to pull ML6 gear from there with the odd ML4 and usually to pull the rare item out npc in the lower level quests but that might a product of recent gamewide loot rate boosts
... but wilderness rares seem to evade him longer... but then again maybe they just want to hold on to their loot a little longer.

Rares don't really seem to be a problem... the sooner you get them the less reason to do Slayer... but loot drop rate can suck at times... ask my main.




NOTE: Please make guild renown a choice in rewards table for token turn-in for Sands... please



.

Impaqt
05-25-2012, 12:35 PM
What exactly is the point of "Rare Encounters" if you accidentally out level them by the time you find em?


"Rares" should be substantially less Rare in the lower explorers.