Probably due to the focus being on Free Companies. I'm guessing it will have it's own form of currency/credits.
Probably due to the focus being on Free Companies. I'm guessing it will have it's own form of currency/credits.
Lockout timers for lots. Very interesting Mr. P. Very interesting indeed.
Weird system, but I'll give it a try and see how it feels in practice.
Makes it really easy to gear out an LS, lol.
Yeah, I'm cautious about this. Seems a little odd to build an anti-lootwhoring system right into the game. Hopefully it doesn't get in the way for low-man groups and whatnot.
Sounds like getting Heroic items in WoW but with a twist... Looking forward to giving it a shot.
I love the idea of running an instance and getting a guaranteed drop at the end then waiting a lockout as opposed to running the instance without lockouts and hoping for a drop. Former rewards progress, latter rewards luck.
If I read that correctly, what it also means is that while the lockout will prevent you from lotting elite gear more than (say) 3 times a week, it will not restrict you from spamming that dungeon and amassing huge numbers of tokens.
So what happens if everyone in your party has used up their lots for the week? Do all elite drops instantly hit the floor?
What if your party does a run and nobody lots (everyone just waits for autolot)? Does it count as a lot used for the person that the item falls to?
Considering that they've already flat-out said that the token equipment is inferior to the rare drops... chances are that, eventually, people who have used up their lots will have little incentive to continue until they can lot again.
I really hope that's not the case.
Interesting, I look forward to seeing how this actually plays out. As someone who doesn't have as much time (or inclination) to gear up a huge number of jobs, I feel this could be a pretty fair system.
Sounds like you need to lot to be able to get a token. So you wouldn't be able to amass a huge number of tokens since you are limited in lotting. So you can either raid for a week and come out with 4 rare drops or 4 tokens or a mix of both but never amounting more than 4.
But yeah, if no one lots, what happens to the gear? We still need more info regarding this such as dungeon lockouts and how often we can do them. Is casting lots tied to that specific instance or overall? Gonna need a lot of content either way to make this sytem work. On another note, this system sorta reminds me of Fatigue as well. Even Yoshi's response was similar to the old arguments over it (oh you're fatigued? go do something else then)
"Players that cast lots but don't win will instead receive tokens, which can be collected and exchanged for items. So you are guaranteed to receive something regardless of the result."
I thought I was going off by what he said. >.> Seems pretty clear to me but this can also be a translation issue. You are right though, we don't know the full mechanics of it. Could be that you get a token for completing the raid and then an extra token if you don't win the lot. That will at least be an incentive for people to help out even though the token gear is inferior.
Token system reminds me of the coin quests/gear in Aion. Sure, the gold coin gear was not as good as the drops from dungeons, but it allowed you to gear up to better perform in those dungeons and get the good gear.
That's what crafted gear is for.
More importantly, you don't have to throw away crafted gear when you get something better.
This entire "lockout on rolling but no lockout on dungeons" is going to be a mess unless they have the correct restrictions in place.
What stops me and my potential competitors (particularly friends and LS members) from taking turns at rolling/passing and running the dungeon several times until we have the items we want without wasting rolls? Especially if dungeons are as short as they are now. If this works exactly as advertised, there's no point in using the system the intended way in organized groups, since you'd risk your rolls. On the other hand you'll be at a severe disadvantage if you're running dungeons in non-organized environments (content finder, shouts), because the chances of doing this in these is probably going to be low.For example, if a single party of adventurers defeats a boss, that party will receive two to three rare items. Players can choose to cast lots to win these rare items; however, players will only be able to cast lots three or four times a week, depending on the content. We've added reset timers so players can track this.
Not that I care since I doubt I'll ever do stuff without friends/LS members, but this feels like a weird way to reward organized groups.
We're working on a lot of assumptions here.
1) That loot not rolled upon is auto distributed rather than fall to the ground.
2) That if gear does auto distribute, the person it drops to doesn't lose one of their lot "credits" (or whatever you want to call them).
Considering no lottery system exists atm we'll obviously be seeing a new form of loot pool (or old, as in the old party loot pool of XI).
We really have no idea how the specifics will work unless they give more info, but I seriously doubt they're going to overlook such simple ways to subvert the system they (supposedly) put so much thought into.
Who said no one rolls? One person is always rolling, there's just no competition for any of the rolls.
I guess I misunderstood what people were describing.
Quantifying rolls sounds like something that could work, but ultimately it depends on how roll counters are kept track of relative to different events, it sounds like it could get a bit convoluted. There's also the issue of balancing roll chance frequency with # of drops in a given event, or its difficulty.