
Originally Posted by
Blastyswa
In my experience in running the full chain once on LE super zerg style (6 players, 3 warlocks for trash a furyshotter for bosses and 2 other players) the drop rate is still verylow, and on LE, where it is the highest, its still going to take months or years to get all the items you need. At about 1 hour for a full run through (It was actually about 1 hour 10 minutes, but it was my own first attempt at it on the live server, and I'm pretty sure it'd be possible to shave off 10 minutes) I got 10-40 of each ingredient, which would be 10-40 runs, or 10-40 hours, not counting the end reward pickup. Counting the end reward pickup, for a single item type, it'd be more like 7-14 runs, or 7-14 hours. Obviously you also can't just go in and run 40 runs thanks to ransack.
That's 7-14 (Going with the nicer number, and 10.5 on average) hours per gem. With 5 gems per item, that's 52.5 hours per item on average, assuming you're specifically taking the ingredient you need for your bonus. I'm also overlooking the different ingredient costs and drop rates a little right now to come up with a relatively accurate number quickly instead of spending 12 hours making an absolutely accurate number. at 52.5 hours per item, it'll take 262.5 hours to make a single Slaver's set; playing 8 hours a day on saturdays/sundays (Which is a little much for people with any responsibilities/plans) and 3 hours a weekday of just slavers (Also kind of high, that basically means coming home from work/school/whatever else, logging into DDO and playing slavers twice, eating, playing slavers again once, doing any interest outside of DDO for 30 minutes to an hour, and then going to sleep), not DDO in general but just specifically slavers, it'd take 8-9 weeks to get that single set, or about 2 months.
That's the time investment for making a single set for a single character of slavers. Any errors in crafting, or if you change your mind on what to craft, will result in an extension of that time. This also assumes that your ingredients per run are fairly evenly distributed (Mat types all being equal in drop chance) and that every end reward you take extra ingredients of the particular type you need at the moment. For someone who's playing 4 hours a day on sundays, or only 8 hours total weekends, or 2 hours a day on weekdays, it can easily take 3 months to craft a single set, which is the entire time until the next update, where a certain new special item in one particular spot could require crafting a new slavers item, or invalidate the set entirely.
For players with multiple characters, this issue is even worse; I personally have 15 characters I actively play. Assuming I'm able to play as much as the above numbers, which I typically am not able to, it would take about 2 years and 8 months to get 5 piece sets on all my characters. For anyone with even less playtime, or more characters, making items for all of them becomes even more unrealistic. The drop rates feel similar to ToEE, but a big issue with Slaver's is there isn't any major shortcuts; ToEE part 1, where most of the grind happens, it's completely possible to have sub 20 minute runs after you become familiar with the quest, even as low as 10 minute runs if players split up and work together a little. Slavers is much more linear than ToEE, requiring players to clear a vast majority of the quest as mandatory, which really limits shortcut opportunities.
I personally think that the time required to craft items should be reduced by 80-90%. If this content is intended to be the sole attention holder for players with one character and an above average playtime until u33, then it is made perfectly; however, I personally don't particularly enjoy spending 31 hours a week for 3 months doing 1 hour runs through the same content at maximum zerg speed, and I think it's safe to assume that sentiment is shared by quite a few players. Either increasing drop rates by 9-10x (Inflation to make time/ingredient gain more reasonable), reducing ingredient costs to 10-20% of current cost (Still getting 10-40 ingredients per run, but making a gem every 1-2 runs instead of every 7-14), or making all types of ingredients drop in a single chest (all 6 ingredients drop per chest, reduces randomness).
It's great to have content with high longevity, but personally I don't think that's what this content is; I expect, without drop rate changes, these quests will be ran hard for 2 months by players with one character to get a 5 piece set and then never ran again. Players with more alts or less time, or both, will play the chain incredibly infrequently because it's a long chain, the ingredient drop rates are very low, and honestly it's just a lot of the same stuff; a few things like bees and the cheese room were obviously thrown in there to mix things up, but after the first run those aren't interesting anymore and the rest of the quests are just running, killing packs of mobs, and pulling levers. My first run on live I was having conversations in guild chat and real life while playing: talk about low intensity.
High longevity can be achieved much better by making a quest people constantly want to return to; with this chain offering little outside of massive grind items and some nice named items (xp is low, time is high, mob density is high) it's just not that exciting of a quest to replay. I'd personally rank this among quests like sorrowdusk quests, which are ran infrequently because of the time to get to and run them and the repetitive feel of them despite some very nice clicky items coming from both quests, ToEE, which is a grindfest for players making throwers and some TWF builds and not many others, and threnal, which despite having a few decent end reward items is rarely ran in part because of relatively low xp/time and a high time investment. Trying to make this quest more like Haunted Halls, still ran for the iconic loot that still hasn't become outdated (Unique ring effect, unique and solid necklace, unique saves boosting tower shield, stat boosting orb, spell absorption trinket), The Pit (Still ran for xp and the end optional, because xp/time is balanced better than slavers and the club has it's own benefits), or Study in Sable (Unique mechanics that make it a common fun quest to run to break up the monotony of EN x2's and LE ingredient zerg's).