Originally Posted by
Annariel
(My apologies if something like this has already been experimented with - I've never had a level-capped character.)
There's also the 'randomness' of crafting nodes like ore or wood. The name indicates whether it's going to give 1-3 or 4-6 chunks (or whatever), but whether it's one, two or three (or four, five or six) appears to be random.
The nice part is that this gives a finite number of possibilities for both the number of chunks you'll get by mining X nodes and the number of nodes you will need to mine to gather Y chunks.
I think this could be used in combination with a barter system to ensure that some players get their item sooner than others, but in the end, if you run it enough times, you're guaranteed to get it.
It would be kind of similar to the treasure hunt system, except there you can also find items (or a combination of items and tokens) - here, the reward would always be tokens, but in various amount.
That is the way that loot works now, except that the upper and lower bounds are looser. I forget the names applied, but basically you have a look-up table. For example, a number from 0 to 8000 gives you common loot. 8001 to 9000 gives you better loot. 9001 to 9500 gives you even better loot. 9501 to 9750 gives you the next set. 9999 gives you the best loot.
That said, having a barter option based upon Marks, Medallions and Seals would help.
Random means that when an event happens is not predictable, not that it can't happen as long as said event is possible.
Last edited by cdq1958; Jul 10 2013 at 05:16 PM.
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