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The Reason Why Drop Rates Won't Be Increased


tcww
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For those who are unhappy about the low drop rates (me included), the situation won't improve... and here's why.

 

Remember the threads popping up a few months back, where people complained that the game was too short, that they had nothing left to do, no 'endgame' etc... Well this is DE's answer - artificially lengthening the game by increasing the grinding and farming. 

 

I still remember fondly the 'bugged' update 9 drop rates, where I actually looked forward to playing and getting my items without farming for a week. A PvE game is not meant to have unlimited playtime, unless the DLCs keep getting churned out. But I guess the longer the game is, no matter how boring or fruitless, the more likely people will pay for platinum...

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Theres nothing wrong with drop rates of resources for me, just keys.

 

But maybe Im just lucky. I have some days where I barely get anything, but usually I get what I need in 1-2 runs or a few, depending on what Im after and how much.

 

The trick is to not focus so much on the farming and enjoy more the game, Ill usually farm a bit per day, or choose missions that have what I need and that will be enjoyable for me.

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I think it feels more grindy because it's not limited to a few resources anymore. In the old days, the only things that you ever really felt like you had to grind were rube and alloy. Now, it seems like everything is useful, aside from the obvious exceptions such as nano spores. 

 

For example, I realized for the first time today that I am fresh out of plastids and everything costs hundreds now. 600 for nova systems? 250 for every single clan-tech component? It's quite annoying when they only drop in packets of ~10-25.

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the only resource that needs to drop more are plastids

 

I'm currently sitting on a few thousand, after having already built pretty much all of the clantech weapons. Neurodes however? Not so much, fortunately I've already built pretty much everything that requires those too.

 

They need to stop relying solely on RNG as a one-size fits all solution to everything period - in theory it sounds nice, players that aren't able to dump as much time in the game can still get the same sort of rare items as someone can invest more time; in practice though? Not so much, you end up with a section of both types of players that'll end up not getting what they want/need.

 

And that'll be the case as long as they leave it to chance to determine what a player gets, there'll always be a segment that'll be disenfranchised because they never get a payout from the slot machine.

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