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why drop rates are "fine"
packor posted a topic in DiscussionWhen the "best" items are expected at 100+ runs, it really doesn't feel good, and your gear is not going to match your plevel and type level. I believe lots of players have this problem, myself included. Basically, you can't expect good gear progression from drops. But the drop rates act as a deterrent to "everyone has everything, everything costs nothing", and it works. I, myself, can probably play 30 hours a week at most, and I rarely reach that amount of hours. Regrettably, I couldn't expect to find any drops. However, there are other community members that do have hours to sink into the game. These are the type of players that have to get the best equip, high %, and 10/10 grinds., and they will keep playing to grind for them. That is their goal. If drops are too easy to get, they will get these items real quick, get bored, and quit. So, getting higher drop rates is actually detrimental to server health. And, while it sucks to not be able to get drops yourself, as these players continue to get drops, more and more handmedowns become available on the market, and eventually are available for cheap. So, in actuality, we are getting a good supply of gear as well as not sinking the economy the way that things are now, all we have to do is make sure we are earning that meseta so we can afford the gear. On the other hand, if drop rates were to increase, <50 hour/week players may feel better about getting drops, but I don't feel like it's worth losing people to play with.