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Re: Removing Spawn Limit through Drop Chance Change

Posted: Tue Sep 10, 2019 12:22 am
by madmaniacal1
Ferza wrote: Mon Sep 09, 2019 5:59 pm Tiro una idea básica;ajustar un limite de venta en las tiendas,es decir que solo se podria vender cierta cantidad de algún producto,la tienda tendría un contador que se renueva en determinado momento;por ejemplo: solo se pueden vender 100 plates lvl 100 por día.De ser posible se deberían ajustar bien los parámetros de cantidad y/o tiempo de cada producto a vender.
I throw a basic idea; adjust a sales limit in stores, that is, you can only sell a certain amount of a product, the store will have a counter that is renewed at a certain time; for example: only 100 lvl 100 plates can be sold per day. If possible, the quantity and / or time parameters of each product to be sold will be adjusted well.
A good idea, but unfortunately, alternate accounts would be used to bypass it.
Still, keep up the good ideas! We'll find some that work if we work together.

Re: Removing Spawn Limit through Drop Chance Change

Posted: Thu Sep 12, 2019 6:09 am
by ryaca_
I would like to point out that when grinding a mob that has different color mobs that spawn along with them makes the drop rate even worse since these other color mobs of the same type do not drop anything at all.

I believe these other mobs render the current drop rates incorrect.

Re: Removing Spawn Limit through Drop Chance Change

Posted: Thu Sep 12, 2019 6:16 am
by LostKnight
ryaca_ wrote: Thu Sep 12, 2019 6:09 am I would like to point out that when grinding a mob that has different color mobs that spawn along with them makes the drop rate even worse since these other color mobs of the same type do not drop anything at all.

I believe these other mobs render the current drop rates incorrect.
In fact it would lower the drop rate in that it is "thinning out" the "drop" mob.

Excellent point ryaca

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 2:18 am
by madmaniacal1
ryaca_ wrote: Thu Sep 12, 2019 6:09 am I would like to point out that when grinding a mob that has different color mobs that spawn along with them makes the drop rate even worse since these other color mobs of the same type do not drop anything at all.

I believe these other mobs render the current drop rates incorrect.
OoooOOOOHHHH... Add drops to the alternate mobs, similar to how 2k gear is dropped by alternate Death Worms, rather than regular ones, and the green Devourers drop 300 amulet while blue ones drop fish. Adding more drops (at possibly better rates) to alt mobs would improve this situation greatly, at least for mobs with alts.

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 2:42 am
by LostKnight
↑ +10 ↑

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 5:01 am
by ryaca_
MadManiacal has spoken. So let it be written, so let it be done.

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 5:15 am
by LostKnight
↑ Likes that post ↑

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 6:23 am
by SK1976
why not make dropchance normal to all, but drops not tradeable.
But drops needed same lvl as players.
that means if a player 150 needs gears 150 he need to kill monsters lvl 150 to drop those items.
And than the market could not b overfloted, because its not tradeable.
Only sellable !
Everyone need to drop his own gears.
And if he lost an item in pvp he could drop it again.
It is nonsense that a worm drops an 150 items.
It could never b dropped from an 150 lvl player !

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 6:24 am
by SK1976
at crafting that systems works very well !
A player have to reach maybe lvl 80 to craft a robe 80.
if he is 79 he cant craft it !

Re: Removing Spawn Limit through Drop Chance Change

Posted: Fri Sep 13, 2019 1:03 pm
by ryaca_
The reason that some high level mobs drop items way lower than their level is to encourage players to make friends and use teamwork. For the social experience.