Garbage system, the cruncher should at least be open to all. Utterly insane to expect people that don't mainline high reapers to just hoard reaper items for months/years so that when they hit 50rp they can start breaking them down.
Garbage system, the cruncher should at least be open to all. Utterly insane to expect people that don't mainline high reapers to just hoard reaper items for months/years so that when they hit 50rp they can start breaking them down.
Mains - Messam, Indalecio, Mozenrath, Quackerjack.
So the huge decrease in likelihood that you and anyone else is ever going to be passed reaper or mythic bonus loot again doesn't bother you at all? Hoarding by the game's wealthiest players for the win, I guess, and screw you cooperative play and helping newer players.
Nor is the issue of r10 being too easy for some players solved by this at all. Those players will make their reaper stat helms and weapons quickly and then get right back to complaining about the game being too easy. And this is a real problem by the way, having too low a ceiling on difficulty affects population and spending on the game.
You really need to make the leap in your reasoning to get beyond this 'if veteran players don't seem to like it, it must be good' mentality. It would help you see things more clearly and vastly improve the quality of your commentary on these forums.
Last edited by Blerk; 12-09-2021 at 10:33 PM.
Absolutely
The game has been moving farther and farther away from having a trade economy from no unbound loot in ages and now all these aditional item sinks on top of the bloated platinium sinks for wings or resets & it's the same players who claim those are ok that think this is a good idea too
But what was better was when loot was tradeable and or when loot was traded in chest at least now its just another loot to feed situation
Reaper bonus items and Mythic bonus items should not feed Reaper crafting they should be left to be traded in chest we dont need more personal sinks we need a better comunity economy getting players exchanging things and putting things on the AH etc
Also more ingredients without increasing storage yeah
Last edited by Oxarhamar; 12-09-2021 at 11:07 PM.
REAPER REMNANTS - SOOOO MUCH YES! the higher the skulls the bigger the remnant drop. Hell they can even sell reaper remnant pots to make more reel cash if they want.
they can even keep the crunch system in play (as long as they open the gate to crunching, even if the buying is still on the 2nd vendor)
I've already won DDO. A feat told me so. It's always been about the journey, not the destination. People shouldn't stress about what will happen at 50 reaper points and enjoy the ride up there. Pretty soon you realize you're really good at reaper and that in itself is better than any marginal buff to an item.
I am Awesomesauce!
Sure, and I imagine based on that principle you'd refuse the offer of a reaper stat helm from someone else.
You know, because my loot is my loot too and I shouldn't be giving it away to people who can make better use of it.
You keep ignoring the core issues here, such as cooperative play and the importance of giving the most committed players something to do. Try to see beyond the game as it affects you only right at this moment.
Last edited by Blerk; 12-10-2021 at 12:37 AM.
Do whatever you want with your loot but if it rolls under my name don’t try and tell me I should give it to someone who can better use it. That is mine to do whatever I want with. You are free to do whatever you want with yours. I’m certainly not going to ask for it or feel entitled to it if I can use it better than you.
Entitlement is a serious problem nowadays it seems.
I haven't told you what to do with your loot. What I did say is this is an anti-sharing mechanic, and I think that is a bad thing. If you don't that's fine.
On my server among the circle of endgame players I run with there's a very cooperative attitude to sharing loot and it benefits everyone. If you want to squat in your 'my loot is my loot' hole that's fine, but life actually get a lot easier when people are prepared to share. For example, I see no point in hoarding rare filigrees I'll never use, so when someone I don't actively dislike says they need one, I usually offer it up.
These same sharing people tend to notice others who are always taking everything for themselves. Funnily enough, the non-sharers find it harder to get loot passed to them, nor do they get same number of people offering to help them when they need that augment, filigree or want some other form of help.
Each to their own I guess.
You know, every time something new has been added to the game then we have seen these posts here on the forum. After a while it has died down, as nothing changed in game. Nice people that shared their items continued to be nice people and share their items, people that for whatever reason always takes their loot continued to do that.
And the same thing will happen now. Stop working yourself into a rage over nothing.
Do not call people greedy or selfish when you dont know anything about the person playing a character you think is greedy or selfish. Because you have no idea about who the player is and why they do what they do in game.
I've got 43 Reaper items - 42 now as I tried one out.
About 10 of those I will want to keep for tetris reasons anyway.
So 33 items, about a third of the way to getting enough to add a single bonus.
I've been playing this game for 12 years now. So another 24 to make an item.
Very likely I'll be dead before that happens. Certainly be long dead 36 years later for a second one.
Absolutely deranged economics.
I'm not doing this stuff until whatever lunatic came up with it comes to their senses.
I Agree, this system is not going to be any good.
ideas that would make it better :
1. Make the reaper boost "remove able"....THIS IS THE MOST IMPORTANT ITEM!
2.
100 Frag= Reaper Stat Helm
50 Frag= any other boosts
3. Make the vendor accessible to anyone (regardless of Reaper points)
I'm not sure if I'm just in the opposite corner of the world but 2.5m RXP is a lot to most of DDO's playerbase AFAIK. Also to upgrade 8 items = 20m RXP at that rate and that's fine to you - just for one character?
I'd like more than one Reaper bonus item on more than one character lmao.
And that, no more passing Reaper bonus items. Not so good. Just drop BtA frags when a Reaper bonus item drops, so I can pass the item but keep the frags lol.
The new system is silly and there to fuel shard rolls. For the people who already have everything its another hamster wheel for them to chase after. The positives are that technically everyone now has a chance to make a stat helm for cap and low level one for leveling. It will also be a nice use of low level reaper items that would otherwise provide little sentient xp for my gems. Its not a perfect system but at least we are no longer held hostage to a random roll of the loot dice to get the reaper helm we want. Now they just need to roll out a mythic upgrade system that is hopefully less bonkers than this one.
I do not think they need to adjust the frags for a Reaper Stat helm......let's say you farm a reaper stat helm (Fey water quest).....if you do not get lucky and pull one....after approx 400 runs, you can craft one (so guaranteed that eventually, you will get it).
But, for the other Reaper boost items, the frag amount could be 50.
ALSO, as i mentioned above, this Reaper Power boost MUST be able to be remove able and swapped to another item in the future (like say.....next June when level increases and new raids come out).
Understatement of the year..
I wonder how many people reached the upgrade for even one item, and that is after years of farming. I think it´s technically more of a chance for people to jump to the moon and take a big bite of the cheese that it could be made of... Who pushed this?
Your attitude is perfectly acceptable, but part of good game design is finding ways to make it so that people with your attitude are still willing to share. This is why most raid loot in most games is bound to character and worthless if you are not going to use it. They made a huge mistake when they designed the Sentient Experience system because they added a strong incentive for people to behave in a more selfish manner and this new system compounds that first mistake. The goal should be cooperative game design and the way you do that is by not strongly encouraging selfish gameplay (which is what this new system and the sentient system have done).