Items And Loot Archive
Thread: Negative Loot Cycles
NPC BH missions have been somewhat decent, but other than that almost all the loot in the game sucks.
It's not like it would *cost* SOE anything to give us decent loot....
It could be done very easily, yet they do not do it. Customer satisfaction means nothing to them, nothing at all.
OK, first off, I don't think you understand the concept of supply and demand. With greater supply, at or near the level of demand, prices would not become inflated -- on the contrary, they would level off. Secondly, you are confusing useless loot with common loot. You seem to buy hook, line and sinker the basic premise SOE has for running the game - to forever dangle a carrot in front of everyone with the hope of keeping them hooked indefinitely. It does *not* have to be that way. You can create a compelling world where certain items are rare, but not super rare, and where even casual players have a decent chance to loot them themselves, rather than being force to pay tens of millions to the uber powergamers, farmers and ninja-looters.
I would not have one less "thing" to do in the game to keep me occupied if there was more and better loot -- in fact, it would be the exact opposite. It would probably encourage me to get a 2nd account. I could do so many more things with my toons, and would likely have a better time. Loot rates, as they are right now, are one of the things that constantly keeps me considering the benefits of simply canceling the account - who wants to play a crooked game where the odds are always stacked against the customer?
.......
Thing about this game is that demand is finite for a lot of stuff. Its not like the real world where people have to continuely buy food to live or buy gas to get to work. Once someone has their gun, they ADK it and never have to buy again. Once someone gets perfect pearls for their saber, the need to buy premos dies. Look what happened to smuggler loot. When reactive micro platings were only lootable in space, some people were paying upwards of 1mil for one. Now since they drop off of everything, you are lucky to even get 2k for one. If SOE was to even out the high end loot drops, many would simply quit due to the lack of having the ability to make loads of credits off of one item. People would not invest time into playing the death watch bunker or killing black suns in space if there was only a moderate incentive to do so.
This game really needs some moremid-ranged loot drops however. Thats where the problem is. You either loot a piece of crap 980 times or something uber 20 times out of1000 baddies.
I dont think you understand that the whole carrot dangling is what keeps people subscribed to MMRPGs. Yea, i agree it sucks but its all a marketing thing to keep people playing. Tweak the incentive too much to the point where everything is easy to get and then people will just not bother to play. Until SOE adds more mid and high end lootables, drops need to stay where they are at.
Going back to the original post, I too have noticed a drop in the quality of looted items after a certain amount of time.
BUT...I also noticed that this "cycle" can be altered if you switch mobs or leave the immediate area, then come back.
ToriStarshaker wrote:
your theory on negative cycles sounds a lot like astrology to me. A matter of coincedence, buff up, keep lootin.
Actually I have noticed this alot, the problem is most likely a poorly programmed random number generator,
Message Edited by Roeding on 08-30-2005 10:46 AM