Post by Azherae on 2021-06-05 06:45:48
This is actually 'already automatically done' using randomly spawned open world bosses and time, in many other games.
Note that it causes extreme frustration, annoyance, complaining, etc.
If a boss spawns once per week and has a 10% drop rate of item/material for item A...
The server, across literally everything, only generates 5 of these per year on average.
You can absolutely do a similar thing for treasure you just find at the end of a dungeon (just randomly spawn it into one dungeon's potential 'clear' loot chest once a month or so, but don't tell anyone, or reward an explorer by letting them find a treasure chest that spawns in some completely random location, with maybe an NPC or map that hints at it, but we already know that there are people who will make entire alts just to camp these - BDO)
The question is usually not 'should these items exist', it is 'how useful should they be'?
Make them too good or 'obviously best in Slot' (BDO) and everyone just complains that they don't have them or have to work for months to afford to buy them from whoever does get them, sometimes you can't even buy them.
Make them 'equal' and mostly only niche builds and roleplayers even care about most of them (the FF MMOs).
Make them 'cosmetic' and you have opened a can of worms the likes of which could be a World Boss in itself.
But my question is, given the outline above, do you consider this to manage itself? You might come from RPGs where 'good gear' is often quested and therefore have a concern that might not matter here. Sure, the game's longevity would eventually be the deciding factor of how many total exist, but at the 'one generated every 3 months' level, it'd hardly be overwhelming.
Note that it causes extreme frustration, annoyance, complaining, etc.
If a boss spawns once per week and has a 10% drop rate of item/material for item A...
The server, across literally everything, only generates 5 of these per year on average.
You can absolutely do a similar thing for treasure you just find at the end of a dungeon (just randomly spawn it into one dungeon's potential 'clear' loot chest once a month or so, but don't tell anyone, or reward an explorer by letting them find a treasure chest that spawns in some completely random location, with maybe an NPC or map that hints at it, but we already know that there are people who will make entire alts just to camp these - BDO)
The question is usually not 'should these items exist', it is 'how useful should they be'?
Make them too good or 'obviously best in Slot' (BDO) and everyone just complains that they don't have them or have to work for months to afford to buy them from whoever does get them, sometimes you can't even buy them.
Make them 'equal' and mostly only niche builds and roleplayers even care about most of them (the FF MMOs).
Make them 'cosmetic' and you have opened a can of worms the likes of which could be a World Boss in itself.
But my question is, given the outline above, do you consider this to manage itself? You might come from RPGs where 'good gear' is often quested and therefore have a concern that might not matter here. Sure, the game's longevity would eventually be the deciding factor of how many total exist, but at the 'one generated every 3 months' level, it'd hardly be overwhelming.