https://www.reddit.com/r/ddo
Building a Better DDO
I think introducing these is a good idea. Mainly because it will finally make it clear to players that the other boosts aren't already doing this.
Sev, I disagree. I don't see how this encourages players to play at all, the new discovery potions will have the exact opposite effect. By implementing potions that give a boost to drop rates, people using these potions are on average going to need to make less runs to get their items. So this item is going to instead reduce the number of characters running raids on the servers. Because again, characters using these potions now need less runs of the raids on average to get their desired loot. It's going to hurt the raid scene, not help it.
I don't agree at all that characters who aren't running raids are going to be encouraged to now run raids just because of this item. It's going to be far more likely that those already running raids will use the potion to reduce the number of runs they need to get their raid loot.
My DDO youtube channel: https://www.youtube.com/channel/UCd8...q8NOYTOTbzeVnw
Twitter: www.twitter.com/AxelAlexK
Twitch: www.twitch.tv/AxelAlexK
How are you getting 8 boxes into a regular quest? And how did you get to the equivalent of 32 runs? 6 (max party size) x 3 (shard re-rolls) = 18. Even if you add an additional 5, as a "normal" player will not have 5 other boxes with them, you're only at 23 runs for a normal player.
Are the new discovery elixirs usable in legendary raids? As in do they affect raid end chest drop rates, or is it non-raid content only? Could a dev clarify?
I haven't been able to find an answer to this question in any of these threads.
My DDO youtube channel: https://www.youtube.com/channel/UCd8...q8NOYTOTbzeVnw
Twitter: www.twitter.com/AxelAlexK
Twitch: www.twitch.tv/AxelAlexK
https://www.reddit.com/r/ddo
Building a Better DDO
My DDO youtube channel: https://www.youtube.com/channel/UCd8...q8NOYTOTbzeVnw
Twitter: www.twitter.com/AxelAlexK
Twitch: www.twitch.tv/AxelAlexK
Why not just have higher drop rates than previous then? Since it encourages you and others to raid, thats good game design right?
Or is it only better game design when they sell the higher drop rates to us, rather than actually designing the game around that concept in the first place?
And also putting it in the store. AKA trying to sell it to you.
Or are you saying the slight chance at getting one of these in a daily roll entices you to run raids where you didnt run them before?
Question still remains: If this is good game design, why not simply increase the named loot drop the same percent and design it into the game itself?
Im positive the answer to this is already known, and is just being avoided.
Or supporting a p2w mechanic which allows you to get character power faster...Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.
Yeah, I agree.