bloodi wrote:Genisaurus wrote:Drop rates/acquisition rates (not the same thing) are something that will be balanced over the long term. It's obviously not something we can fine tune with ~20 devs and core testers in different time zones. We need to be able to take metrics with the 500+ live player count, and we need the community to understand that this is a "living" system. We say "this is an alpha" a lot, but that means a lot more than "we have a lot of bugs."
What about you know, at least trying to be like in retail, with boots and gloves dropping from players and so on?
Because if you are "fine tuning" you could at least start wtih the retail rates, not ones much lower.
Specially when you are encouraging the enourmous one sided zergs rampaging keep after keep, i am sure you remember what happened last time, its not like we have 80% to 20% pop but i dont think order has gotten a keep captured in the last 3 days.
When considering a change, there are three things that need to line up before that change gets made:
- The source code for that change needs to be in place
- The DB needs to have the right entries and associations for that change
- The priorities of the devs capable of changing (1) or (2) need to allow time to make those changes over making another change at that point in time.
For set item acquisition, first (2) was missing. Sets bonuses were not implemented correctly in the DB, some items were missing completely, and the stats for many items that were there, were wrong. This has been my job, but you know, I've only been on the team for a few months now. Before that, making these changes would require Aza or Dana to stop working on something else, like abilities or keep captures or fixing SCs, etc. Anywho, since set items were almost completely missing, adding them to drop tables was never a priority.
So now that sets are 90% fixed, why aren't they dropping from players? That's a (1) and (3) issue. Right now, we are internally discussing an overhaul of how the current loot code works. There's not a lot of flexibility in what we have now, and there are many things we simply cannot do under the current code (like having 2
guaranteed item drops for
random classes, ala dungeon boss loot). Currently, RvR loot is handled entirely by the source code team, as they have to overwrite the current loot system on a tier-by-tier basis. The new system would (ideally) put loot tables for RvR AND PvE in the hands of the DB team, to free up the code devs. In short, tweaking the current drop code to include set items would be a bandaid fix that would delay further optimizations and changes that would benefit the community more.
Increasing medallion drop rates to match live is kind of nebulous as well. Mythic was constantly adjusting the drop rates, currency costs, and even the entire medallion system to accommodate the playerbase. We do the same. Do you remember what the drop chance was on live? Are you sure that was for medallions, not war crests, or even insignias? Did the drop rate for medallions change once you could accrue insignias? It's guess-work all around; even the printed resources we have are very often inaccurate or wrong.
Remember, we have absolutely
zero code from WAR. If something doesn't work the way it did in live, the reason why is invariably that we either don't have the code in place to do that right now, we have bigger priorities right now, we don't have access to accurate resources describing the implementation on live, or all of the above. As far as loot drops are concerned, we have
a system in place, that
works, even though it may be slow/unfun. Tweaking that system has a lower priority than replacing it with a better system outright.
I understand that's not a good reason for everyone, and certainly might not be one you agree with, but them's the breaks.