Removing Spawn Limit through Drop Chance Change

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How does this drop chance formula feel to you?

Awesome!
7
11%
Whatever brings back unlimited spawn!
26
39%
The percent is not low enough for high lvls
5
8%
The percent is way to low for high lvls
11
17%
Players the same level as should have a drop buff
9
14%
I have a better idea (stated below)
2
3%
The spawn limit should stay
6
9%
 
Total votes: 66
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ryaca_
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Re: Removing Spawn Limit through Drop Chance Change

Post by ryaca_ »

Money rules the world. That will never change. That is a simple fact. Everyone needs money to survive. If you disagree then try to live without it.
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Mr_Maks
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Re: Removing Spawn Limit through Drop Chance Change

Post by Mr_Maks »

There was no sarcasm in my words, it’s just an emphasis on the situation.But everything must have a measure.
In the pursuit of jackpot, as happens in a casino, you do not always come out the winner.
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LostKnight
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Re: Removing Spawn Limit through Drop Chance Change

Post by LostKnight »

Here the way I see this as a GOOD thing.

IF a few high levels (5k+) are grinding low level mobs (ie: ghost archers/ghost dragons). Then lower level player that need to kill them for a "quest" have no chance.

Also it will help slow down the high levels from needing 1 or 2 but grinding 10-15 to sell at inflated prices to lower levels.

This will allow the player closer to the level of the ghost archers/ghost dragons to fulfill their quests and maybe they can get the drops and sell them to the higher levels that need them ... helping to "balance" the drop/sell/buy playing field in the game. As it is now the high levels are selling directly OR through their low level alts to lower levels.

If we are working to "balance the game" --> let's not forget to ""balance the drop/sell/buy playing field in the game"

Using ghost archers/dragons as it is known that they are involved in multiple "quests"
I am always AFK!
I am LK, A Friendly Knight.
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ryaca_
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Re: Removing Spawn Limit through Drop Chance Change

Post by ryaca_ »

Mr_Maks wrote: Thu Sep 05, 2019 2:20 pm There was no sarcasm in my words, it’s just an emphasis on the situation.But everything must have a measure.
In the pursuit of jackpot, as happens in a casino, you do not always come out the winner.
Hopefully for the developer he does come out the winner of the jackpot.
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Mr_Maks
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Re: Removing Spawn Limit through Drop Chance Change

Post by Mr_Maks »

ryaca_ wrote: Thu Sep 05, 2019 3:11 pm
Mr_Maks wrote: Thu Sep 05, 2019 2:20 pm There was no sarcasm in my words, it’s just an emphasis on the situation.But everything must have a measure.
In the pursuit of jackpot, as happens in a casino, you do not always come out the winner.
Hopefully for the developer he does come out the winner of the jackpot.
Can hope, but can only get out by trying it and instead put own path to stability and not randomly.But everyone has their own way.
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Leone
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Re: Removing Spawn Limit through Drop Chance Change

Post by Leone »

I'm completely in favour of Maks messages about Ardesia and kromelg. Too often, we see complaints about GMs on here so it makes a refreshing change to see compliments being written.

Do we all have a favourite GM? Quite possibly, but I would to say a huge thank you to ALL GMs- from the current team back to the days of secular and JayG. They have all given up their time, worked extremely diligently and at times dealt with some of the worst players throughout the history of the game (and hopefully some nice players too!).
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DwarfTank
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Re: Removing Spawn Limit through Drop Chance Change

Post by DwarfTank »

If spawn limiter was implemented to stop players from hoarding drops, why not just set a limiter on the amount of any one item a player can carry in their pack, (ie; 5 swamp bows max in players pack at any given time.) Speed Boots dropped from Crocy can only be dropped 1 at a time, and once player has dropped one they can't drop another, even if they leave the Speed Boots suspended on screen they still can't drop another, while in possession of one, only by storing the Speed Boots in the Bank, Brass Monkey Tavern, Player's Private House, or passing off to another player are they able to drop a 2nd Speed Boots drop.


This I know some are thinking will affect quests, but I disagree with any who sets that claim, as most quests only require 1 or 2 of any one item to complete the requirement to finish a quest.



In short, set a limiter on the items allowed in possession by the player, I know this can be done and that it isn't too hard to code, we get unlimited spawns again and all will be happy again for a time at least concerning this matter.


Thanks for reading, feedback is always welcomed and encouraged.

-DT
DwarfTank-lvl2270(Legendary Player)
ShadowHood-lvl2662
"You can lead a human to knowledge but you can't make one think."Kal-Not:2986BH
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ryaca_
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Re: Removing Spawn Limit through Drop Chance Change

Post by ryaca_ »

Much love goes out to Ardesia and Kromelg for all they have done for FT! :)
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DwarfTank
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Re: Removing Spawn Limit through Drop Chance Change

Post by DwarfTank »

DwarfTank wrote: Thu Sep 05, 2019 7:59 pm If spawn limiter was implemented to stop players from hoarding drops, why not just set a limiter on the amount of any one item a player can carry in their pack, (ie; 5 swamp bows max in players pack at any given time.) Speed Boots dropped from Crocy can only be dropped 1 at a time, and once player has dropped one they can't drop another, even if they leave the Speed Boots suspended on screen they still can't drop another, while in possession of one, only by storing the Speed Boots in the Bank, Brass Monkey Tavern, Player's Private House, or passing off to another player are they able to drop a 2nd Speed Boots drop.


This I know some are thinking will affect quests, but I disagree with any who sets that claim, as most quests only require 1 or 2 of any one item to complete the requirement to finish a quest.



In short, set a limiter on the items allowed in possession by the player, I know this can be done and that it isn't too hard to code, we get unlimited spawns again and all will be happy again for a time at least concerning this matter.


Thanks for reading, feedback is always welcomed and encouraged.

-DT
Added note I forgot to mention, I see alot of player complaints about "inflation" of players selling or trading items, there is a very simple solution for this matter, if you don't like the asking price, offer your preferred price to pay, if the seller declines your offer, move on, the more players that deny sellers their higher asking price, the lower the seller will have to go, you can't make money of no one is willing to pay your asking price.


In short, the players/buyers control the inflation, not the sellers.
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"You can lead a human to knowledge but you can't make one think."Kal-Not:2986BH
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madmaniacal1
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Re: Removing Spawn Limit through Drop Chance Change

Post by madmaniacal1 »

To Ardesia's points, I agree wholeheartedly. Excellent advice regarding testing procedures. I have played a couple other MMO games over the years, and the "separate server" method is typically the testing method used.As Mak said, we appreciate all the time you put into FT, both as a player and as staff. I hope that whatever game you go to in the future feels the same.
As for Kromelg, i agree that he does a great job as GM. I have heard no justifiable claims of problems, abuse, or favoritism about him, and we honestly cannot ask for a better report than that. The content he designed in FT is honestly only rivaled by Blitz and DaHobbit, in both quantity and quality. Kudos to all of them for their excellent work.

Back on topic: spawn limits, the what and why.
Spawn limits were created to serve 2 purposes, in my opinion: Stop AFK auto, and lower market saturation of drops. While the new AFK check does help also, it's not enough. For this reason, the spawn limiter should never totally go away. Also, increasing monster spawn by player level is a decent idea, so long as it's not increased too much. Maybe some ratio similar to Term's drop rate increase (slightly nerfed), but with a cap for spawn increase to prevent infinite spawns at hyper lvls. I think this would help the higher players get the drops they need,
yet not saturate the market. There are no shortages of spawn points, so unlimited spawn should NEVER be needed unless afk/auto...
Omnes Autem Uri
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