
Originally Posted by
Cantih
Problem with that, there are hundreds of NMs in the game, let alone normal mobs. Trying to keep that many counters for each character in the game, would probably eat a ton of storage space SE would rather not have to bust for.
WoW has implemented a system like this, but afaik, it's only for farm quests. You only get the counter until you finish the quest, and it's only good for the item you need. I guess SE do do something where you sign up to "track" a NM, and you'd be limited in how many you could do at once. But I'd doubt they'd include various BCNM/Arena fights or HNMs in that kind of system.
My own idea was to attach a kind of ZNM system to every NM and rare item dropping mob in the game (like Devil Mantas, etc).
For any rare drop mob that doesn't drop something 100%, you add a new guaranteed drop beastman seal kind of item. You can still luck out and get the item, but if you don't, at least you have the seal for the time and effort you spent getting the mob.
Build up enough seals, and you can trade them in to get the item you want. That way, if you don't ever get lucky, at least dedicated work will pay of.
As a compromise between NM unique seals (worthless if you get the luck drop), and a universal seal (I got my ebody by farming a hundred JEJ's!), I figure it would be necessary to tier the seals by some combination of NM difficulty, pop frequency, and/or possibly group them by area (maybe 2-3 regions per group). But to make the system work, SE couldn't bitch out and exclude items. Get enough King seals, and you're gonna have to be able to get a D-Ring, or Ninurta's for Sea, w/e.
And, this wouldn't work for SE, too late to implement for legacy items I think. But if you want to throw elitists a bone, make any item that drops the "proper" way (pure luck) be "shiny" (or gold box, something). That way people can still have their status symbol, but it doesn't translate into a mechanical advantage.