New drop rates and SSF

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Alefith wrote:

I don't think so. Ruthless does have different drop rates.

Ruthless is on different server thats why it took them 2 years to release it.
Chris said it as recently as this month at exilecon 2 that the SSF -> trade migration is to make sure if you find anything insane like a mirror you can go transport it to trade environment and enjoy a powerful character in a way that you couldn't if that mirror were stuck in SSF.
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kuciol wrote:
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Alefith wrote:

I don't think so. Ruthless does have different drop rates.

Ruthless is on different server thats why it took them 2 years to release it.


Yep, the game totally doesn't adjust drop rates based on how many people in your party, what rate of rarity or quantity find your character has or the percentage or rarity or quantity rolled on your map.

It would be absolutely impossible for a programmer to add a new mulitplier column to the SSF chracter table that already exists.
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innervation wrote:
Chris said it as recently as this month at exilecon 2 that the SSF -> trade migration is to make sure if you find anything insane like a mirror you can go transport it to trade environment and enjoy a powerful character in a way that you couldn't if that mirror were stuck in SSF.


Which is just further evidence of Chris' overwhelming passion for trade. If a mirror was actually a good item, the player themselves would be able to use it. Instead we have a system where cabal's run a business manufacturing and selling top tier items.

If solo drop rates were good, the average player could actually create a reasonably powerful character themselves without having to purchase that power from someone else.

I get it. It's a philosophical position from Chris and alternatives also have problems, but Chris' solution also comes with a lot of poor consequences for people.

I can't see it changing, this is the game they want. I do recall loving the ability to mod D2 and customise it to solo play with the drop rates. The game actually became exciting from that point.
A goal and pity system (similar to favored map) might be an interesting idea for divination cards. I mean, it at least match the "divination" part, and wouldn't break too much the economy (just have the really expensive stuff removed from the divination card system entirely... that way you cant get utterly frustrated because you're trying to get something the wrong way).
Besides, there is a removed NPC doing prophecy stuff... It would be really fast to implement.

What do you think? A good suggestion? If yes what to do with it?

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