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View Full Version : Had an interesting thought about raids and rare drops if there ever is any.


Darthorious
02-08-2007, 02:13 PM
In WoW for example and every other game out there, they have raids with say the rare epic drop.

You run this raid with 40 players in hopes that something will drop you want and you win the dice roll beating the other 36 players who also want it.

Wouldn't it be better to have a ticker so each time you completed a certain raid you got 1 point for that raid and eventually you save up these points and turn them in to an NPC to get the rare item. Maybe you need 200 for a nice weapon but you save 500 instead for an epic weapon.

Just an idea that crossed my mind, maybe it's been posted already.

I'm sure you all have everything figured out by now for KaosWar but just a thought.

Mister Matt
02-08-2007, 04:31 PM
Sounds like a good idea. It's a great way to defeat the hazard people ninja-ing stuff or just other people who want it.

Will
02-08-2007, 11:35 PM
We're toying with the idea of an in-game DKP system, with automated logging etc. I don't believe most people roll for items on raids, and some (like my guild) don't use DKP anyways. No system is perfect, and we don't plan on enforcing any particular system.

That having been said, you basically described DKP, but being enforced by the game in some kind of quest format.

a chewy rock
02-09-2007, 03:16 PM
I feel dumb asking but what is DKP?

Meta
02-10-2007, 12:10 AM
DKP (http://en.wikipedia.org/wiki/DKP)

a chewy rock
02-10-2007, 01:02 AM
Ah, thanks Meta and since you're new here, welcome to the Kaos Legions.

Cady
02-10-2007, 01:18 AM
DKP (http://en.wikipedia.org/wiki/DKP)

Welcome to the legions Meta! :)

Nurvus
06-04-2008, 09:40 AM
You are using an analogy to WoW stating that everytime you complete a raid you'd get 1 point and need 200~500 for an item?

Do you think that if players know from the start they'll have to run a raid over 20 times to get 1 item they want - that they will get motivated or something?

Or wouldn't you say it actually turns someone off?

Sure there are limits to the amount of content there can be in a game, but that's the problem with WoW.

WoW has separated PvP from PvE - Their unbalanced "class vs itemization" has forced them to.

If they had a balanced system they could mix everything together, and with such they could double the drop rates and/or lower the "cost" for getting Items with Tokens/Arena Points/Honour.

Players would be doing both things in an immersive way.
Instead they lock themselves PvP or PvE - PvP gear is not effective for PvE of the same "tier" and vice-versa.

Conclusion - If Kaos War has a balanced class system, that works for both PvP and PvE, there will be little need to make minuscule drop rates to preserve longevity - and frustrate players - and instead they can satisfy the players by allowing them to take their time to experience the whole of the game and feel rewarded for it.

One thing that would change WoW from unbalanced to balanced over a night:
Making Threat work on players, lowering/increasing the damage they deal/take based on who has earned the most aggro from them and who they choose to attack OR making players unable to target someone that is too far away from the top of their aggro list.

That would fix WoW for good. But naah... what for?