This ties into the loot distribution which is largely to blame for how greedy players have gotten now days. If everyone who participates has a chance at loot (meaning every player who participates each has a, let’s say, 50/50 chance at loot) will encourage for more bosses to be called and make secret kills pointless, because killing the boss with less number won’t increase your chances at loot, it’ll just make the kill a lot slower.
Can you expand on what you mean here? Are you suggesting that every player at the fight be given an x% chance at loot, with no max (or min?) count of drops per fight?
The point in killing a boss quietly is so that you limit who has access to the loot - the more people at the boss, the less chance that you get stuff. If looting was changed to the method laid out above, it may theoretically fix it, but if there's a minimum number of drops that can drop, then we are right back where we started - if at least 2 drops are guaranteed, and you can kill it with a group of 8 people, that's a 25% chance of getting a drop - why bother inviting another 2 groups of people if there's still the same min 2 drops, even if there are more people who have a chance at getting an extra drop.
Now, if there were no min count of drops, then yes you would want as many people as possible. The problem there is that if you spend 15 minutes fighting a boss just for 0-1 drop because of bad luck with rng, that would kinda suck. And of course chances would have to be very low - 50/50 of getting a drop is downright horrible to the game.
So essentially, can you expand on this a bit more?
![Laughing :lol:](./images/smilies/icon_lol.gif)
Sure. Yes each individual player would have their own individual chance of obtaining something from said boss. There would be no max to how many drops can drop because of the reasons you mentioned, a max limit would be counter productive lol. 50% would obviously be too high, was just using that as an example, but maybe 10% -20% chance of it obtaining something would work given you hit the aggro threshold. About the aggro threshold, I have no idea what the value would be because that would have to be something VR reviews, but it essentially makes it so that both support and dps players can reach that threshold since, to my understanding, support skills can build up your aggro on the boss (which is why you see the boss/mobs turning to attack a Druid for simply casting natures touch).
The threshold should be low enough so that you can reach it with proper gear while being high enough to prevent players from trying to abuse the distribution system by bringing a bunch of under leveled/powered alts which help in no way on the boss. So if you come to necro or Mordy with full dl and average gear, you’ll likely hit that threshold, or if you go to prot or Gele will full edl and average gear, you’ll likely hit the threshold. With weapons obviously.
That brings me to my final point which is the quest bosses. These should run along the same lines of raids, only with higher drop rates and lower threshold. This is so that you can obtain full dl/edl with weapons in a fair amount of time without having to go and buy the items off of other players, which also in turn would become significantly cheaper. Players ultimately shouldn’t be wasting weeks trying to get their armor/weapons so they can participate on the raids.
This would fix both the issues revolving around dominance and the issues Epona constantly sees when it comes to loot distribution... knocking out 2 birds with one stone. It’s new player friendly, it’ll incentivize players who’ve quit to come back, it makes things fair for both hardcore and casual players (naturally the more you go to a boss the more likely you’ll get what you want, while the casual player can still have a slice of the pie), and it’ll reduce the toxicity/greed that has plagued this game.
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Professor/Detective Zkills, op mage of Epona, chieftain of KodiakReavers. Server banned for doing PvP in arena.
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