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9/25/2014 6:08:27 PM
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By "earn" they mean time invested. Yes the loot is random, but the more time you invest in the game, the higher chances you have at actually getting good loot. But one things for sure: Trading is NOT the solution! Take any MMORPG with player trade and it ends up almost ruining the game in the long run. For starters, Destiny will end up appearing on gold selling sites. These are sites run by sweat shops, mainly in Asia, where they pay under-minimum wage people to play games 24/7, gather tons of ingame currency and loot, so that players like you and me can purchase them for real money. While some of you might find this to be a great thing, cause you're a rich @#)*@# and don't mind wasting your hard earned cash to quickly get better gear in a MMORPG, it's also leads to ingame advertisement spam and hacking. Do you really want to play Destiny, get dozens of random friend invites per day from complete strangers, only to realize all of them are glimmer sellers that want you to visit their webpage so you can buy X amount of glimmer for $50? Do you really want random people walking up to you every minute asking if you want to buy some rare Legendary or Exotic item from them? Even if Bungie added some kind of auction house system, wouldn't that make the game too easy and force players to quit sooner because they could simply reach level 20, go to the AH, buy a whole set of Legendaries and Exotic gear, reach level 30, raid, PVP and then get bored a few hours later? You see? Item trading is not the solution, especially not for this kind of game. I do agree that Bungie should somewhat revamp the loot system and reward those who do deserve better rewards than others. Like in that "NO TRADING" screenshot Aspersio posted above. That really needs fixing because that screenshot alone could influence thousands of players to not care and be semi-AFK in crucibles all the time cause they know they can win amazing loot for doing absolutely nothing. The game should detect which players are good and which players are bad, and give bonus "rolls" to their loot rewards if they performed well, and give penalty "rolls" to the worst players just to teach them a lesson that you need to play good if you want the best loot in the game.
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  • Some good points 👍

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  • Nope, easy fix, trade gear but not crafting mats, drop legendary and exo mat returns to one shard. Unless they want to spend a lot of glimmer on about forty to fifty legendary items they will have to still work for it.

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  • [quote]The game should detect which players are good and which players are bad, and give bonus "rolls" to their loot rewards if they performed well, and give penalty "rolls" to the worst players just to teach them a lesson that you need to play good if you want the best loot in the game.[/quote] That's an awful idea. What you'll do is keep rewarding the same players while the lower performers are eventually pushed out of the game in frustration, creating a cycle of frustration and exodus until you have a few good players sniping back and forth in an overall dead world. Punishing people who aren't as good as the top player isn't a strong solution. Especially when those are the players who need the most aid/enouragement in a game designed to have a long life. Taking care of them and bringing them up will increase overall player longevity.

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  • [quote][quote]The game should detect which players are good and which players are bad, and give bonus "rolls" to their loot rewards if they performed well, and give penalty "rolls" to the worst players just to teach them a lesson that you need to play good if you want the best loot in the game.[/quote] That's an awful idea. What you'll do is keep rewarding the same players while the lower performers are eventually pushed out of the game in frustration, creating a cycle of frustration and exodus until you have a few good players sniping back and forth in an overall dead world. Punishing people who aren't as good as the top player isn't a strong solution. Especially when those are the players who need the most aid/enouragement in a game designed to have a long life. Taking care of them and bringing them up will increase overall player longevity.[/quote] This is exactly what me and a few others were talking about last night. If you constantly reward just the good players, then the average and not so good players have the gap between them getting wider and wider until you have teams with exotics and all legendaries against a team that just gets uncommons. Yea that makes people want to play more. Getting stomped on by better people with significantly better gear, while you'll never have a chance to earn them. I want to say at least the RNG is at least equal for everyone.

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  • Thats true, and while I hate the RNG system, it's probably the best choice right now. I've seen the proposed solution happen ina few different games I've worked on, and it's not pretty. It kills the community off pretty quickly.

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  • yea sorry but that's not 100% true. It really comes off as a false statement when you have people who basically just got level 20 (lets say maybe what 10hrs of gameplay) and they already get purple and exotic gear drops. When you have other people like me who have put in days worth of time and still haven't even gotten full purple let alone get a random exotic drop. This looting system is worse than DCUO's omnipotence drops.

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  • I guess it COULD work with a system similar to the one WoW uses. Loot that you get for finishing an activity (e.g. raid, strike, crucible) can NOT be traded, since you "earned" it. I know, RNG makes it look like it's not really earned, but that's nothing compared to random engram drops. These things CAN be traded, since you didn't HAVE to work for it (could've been a drop while rushing trough an area to farm spirit blooms etc.). All within an AH, not a direct trading system. IMO that could work out well.

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  • "...they pay under-minimum wage..."Um, most of Asia has no minimum wage.

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  • At least they have an opportunity to get a job at a rate that makes them a top 20% earner in their village.

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  • Actually they specifically said they wanted you to tell stories of how you get your loot and people will be able to look at you and know what you went through to get it

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  • I shot things in the head over and over and over and then after weeks of doing the same crap over and over I bought it off a guy in the tower. The end. Is not a cool story. I banked my sparrow off a wall, gunned the engine, jumped off as it plowed into the archon, stuck a grenade to his head. Emptied a clip into him as it exploded, jump punched him in the face, then let him have it with death from above, and got this exotic for my trouble. That is a cool story, destiny doesn't do those.

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  • A decent solution would be like a slot machine or even weekly leaderbords for the best players that gives out ascendants or coins. Like everyone else, I need ascendants to lvl

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  • I'm with you; earn = time invested. How is that not clear to everyone yet?

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  • Because that's bogus. ... when the loot is purely RANDOM, time invested still means nothing. Random is still random, and in random loot systems, you will have people who will always fall to the extreme ends, either not get anything, or getting too much. Time invested doesn't apply, unless there are modifiers (I doubt it) that increase your chances over time, then again, random is still random. Time means you will get more attempts, but it doesn't mean that your chances will be any better. That's a problem when the idea is supposed to be "earn" your loot.

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  • Because that's not how the real world works. In real life earn=accomplishing the goal set forth. I earn nothing if I walk into my business and stand there all day. I earn when I do the deeds necessary to be successful. Right now I stand In crucible while real life me poops and watches YouTube and this "earns" me rewards. I understand some people have short term employment like that but they never advance in their life. Because in the real world I have to go work to earn.

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  • Because there's no skill involved, no more skill then there is in winning at a slot machine. You don't earn it, you get lucky.

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  • Edited by grantmy: 9/25/2014 7:41:07 PM
    And that would be the point in my opinion. It's like a casino - it keeps people coming back day after day. Keeping people playing is how Bungie et al will make money on this game. They don't want you to beat everything in a week and stop playing. Not that I'm a huge fan of that, just saying that it makes business sense. That's what I was referring to before when I said that I don't know why people don't get it - seems obvious (albeit a pain in the ass - I'm with you all on that).

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  • [quote] it keeps people coming back day after day. [/quote] And yet look at the forums, ablaze with people angry with the loot system contradicting what they said loot was even about. With this reception--and this is just Bungie.net, to say nothing about the rest of the internet--Destiny isn't going to live a healthy life.

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