Firstly i need to apologize derailing the other thread viewtopic.php?f=32&t=1616
The topic was originally about TSW low drop rate complains, where also brought up my interest to discuss about Party Play / Trading
So far the 2 issue that i've summarize and interested to further discuss is as below
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Party Play-
There are a few players (including myself) that agreed the low drop rate settings isn't the real issue here, as it should be easily overcome by partying up, boosting the drop rate and as well the exp rate
With all the perks in mind, we are curious that why is there less players wanted to party up? Give me your thoughts or past experience/incident that makes you stopped wanting to play in party?
Compilation
1) Fumbles's input - Potential sprite limit issue with extra players - Game's limit and potentially fixed in Sigma
2) Cowking's input - Potential sprite limit issue with extra players - Game's limit and potentially fixed in Sigma
3) Fumbles's input - Drop Allocation - Unless Sigma implements certain drop system, else it can only be manually talked about between players
4) Cowking's input - Drop Allocation - Precious items like trophy doesn't multiplicative drop , and players often run certain contents if knowing certain items has high drop probability - Potential grudge if drop allocation wasn't done properly
5) Cowking's input - Dead weight/overpowered - Most vets plays on ADHD rush mode, causing unfamiliar players to fall way behind (newbie or someone that leveled with crappy gears) commonly happens during general leveling 1->120, making the players to either carry someone or being carried, resulting a dull gameplay
6) Cowking's input - Difficulty - Some builds aren't suitable for co-op, going from P1->P2/P4 will wreck the players as the HP/DMG of mobs scales up, unless party synergy is good enough to cover the gap
7) Hybridreamer's input - HC Ghost town - Almost impossible to find players to party up.
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Trading -
Somewhere in the discussion, someone suggested that in past ladder there was a market maker that successfully outlined baseline prices for items which stabilized the market, however it's near impossible to maintain that position. (This is not a full time job), 2nd suggestion was referring to TG section for reference, and after checking out the TG section, i do think that it's a good and stable currency, just that people needs to be actively updating their comments for pricing reference.
With TG as a pointer, trading should sound fair and square, what are the elements that are holding you back from doing trades with other players?
Compilation
1) Fumbles's input - Unstable Item Value - Depending on flavor of the month, making players not interested to trade unless they needed certain items or the trade's favor is on their side
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I will try to compile all the suggested/shared points into the main post.
Please feel free to share your thoughts or discuss/debate in a constructive way,
if you're not interested, i seek your understanding to ignore/walk away,
or if your epeen is so huge and you really have the urge to bash, please let me know and i might consider to open another thread for bashing purpose only.
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Quote Section for inputs - Original Text/Post
1) Fumbles @ Post no2 - viewtopic.php?p=46734#p46734
2) Cowking @ Post no4 - viewtopic.php?p=46749#p46749
3) Qweqwe @ Post no6 - viewtopic.php?p=46756#p46756
4) Hybridreamer @ Post no8 - viewtopic.php?p=46758#p46758