Let's replace the "Chest Ransack" mechanic...

Tyran Thraxus

Mindless One
...and instead, just increase our chances with each try, until we get our rare item. 🤔

For example, start with a 10% chance for rare items the first time you loot a chest. Increase chances by 10% each time, until you are guaranteed the item on the 10th try. That way, we still have enough hope to keep trying, and eventually get a guaranteed reward for spending so much time playing each quest, up to 10 times. Reward our time!
Otherwise we are simply gambling our precious time away, which is very disrespectful to your players. Farming countless hours for Jack Jibbers Blade has been so normalized that most players think "It's just part of the game." I don't farm it, because my time is valuable. I will not be punished for enjoying this game.

Make us work for it, but GUARANTEE the rewards. :coffee:
 

Jack Jarvis Esquire

Well-known member
I like the principle here, as 10 runs really should be enough for any quest before it gets really really boring, but it would need to be applied to the % chance that any named item would drop, or on run 10 every named item would drop. So you'd still be subject to which random item dropped on run 10+.

Also, given the recent monetisation of ransack, I very much doubt this will fly. 👍
 

kmoustakas

Scourge of Xaos
...and instead, just increase our chances with each try, until we get our rare item. 🤔

For example, start with a 10% chance for rare items the first time you loot a chest. Increase chances by 10% each time, until you are guaranteed the item on the 10th try. That way, we still have enough hope to keep trying, and eventually get a guaranteed reward for spending so much time playing each quest, up to 10 times. Reward our time!
Otherwise we are simply gambling our precious time away, which is very disrespectful to your players. Farming countless hours for Jack Jibbers Blade has been so normalized that most players think "It's just part of the game." I don't farm it, because my time is valuable. I will not be punished for enjoying this game.

Make us work for it, but GUARANTEE the rewards. :coffee:
No, makes too much sense.
 

woq

Well-known member
Raid runes >>>>>>>>>>>>>>>>>>>>> n'th completion guaranteed reward.

Sands token system is an existing way to make "rare" loot palatable in quest/wilderness format. If rare loot is to stay, some bad luck protection is warranted. An iteration of the sands token system would be great.

Example: instead of turning fallen weapons to sentience xp, we could turn them to Drannor Dust™. Enough drannor dust can be crafted into a golden weapon.

Enough Drannor Dust™ + Saga Reward Token - let's call it a Resurgence of Golden Age Crystal => quest item / wilderness item of choice.

Done. Bad luck protection complete, still requires grinding but less infinite repetition of same quest, but instead allowing us to do full playthroughs. For fastest route you'd still be incentivized to *also* ransack quest of choice and especially if you want a boosted copy (less important in MD where you gotta craft em in the raid anyway which removes boosts) but yeah you get the idea. Expansion Dust + Expansion Saga Crystal => bad luck protection. It'd come at a cost of sentience xp if you wished to go that route. Fair trade.
 

Eltronin

Kobolds don't matter. *Except in Crystal Cove.
So in other words, make rare loot not rare. Named items yes, after # of runs guaranteed something. Rare items, keep rare.
 

Mechgraber

Well-known member
Make us work for it, but GUARANTEE the rewards. :coffee:

1. Rare loot is one of the most deeply unpopular systems in DDO.

2. They are doubling down on that system by keeping it.

Why would they keep a system that pisses players off in general, is just downright unfun and has burnt out many players to the point of quitting?

I think it follows that they have made significant amounts of revenue from people rerolling, enough that your very reasonable proposal will never, ever happen.
 

woq

Well-known member
So in other words, make rare loot not rare. Named items yes, after # of runs guaranteed something. Rare items, keep rare.
Rare loot makes sense if it's something unique and interesting. Their variant of rare loot fails at that big time. It's just providing an illusion of longevity for the devs - for players interested in gearing it's just a source of great frustration.

Chase goals are good, this iteration of chase goals is awful.
 

Eoin-1

Praise the Unnameable
You would have better luck asking them to sell limited time only rare item boost rate pots. Would give them something other than ottos and coffers to sell to quarterly sales.
 

Wizard

Well-known member
Rare loot makes sense if it's something unique and interesting. Their variant of rare loot fails at that big time. It's just providing an illusion of longevity for the devs - for players interested in gearing it's just a source of great frustration.

Chase goals are good, this iteration of chase goals is awful.
Yeah... unfun rare loot doesn't keep quests played, except for a few hardcore grinders.

Good, fun quests still get done, even if I people already have all loot or loot is outdated. Look at Mists for example. Saga still gets played all the time.
 

Mornyngstar

Ymerawdwr
They could always change it to a single rare item and set it to the same drop rate as Jibbers since they already have that mechanic.
 

BiggerTrolls

Well-known member
Lets call it a slot machine, its gambling, and ransack is a way to keep the observed statistics from being publicly credible.
 
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