There's a certain paradox concerning the loot system, player behavior, and the GW economy. We say we hate grind; doing the same thing over and over, completing the same objectives time and time again, repeating the same missions......but when something happens that shakes up farming, people rage. They want their farming routines, they want their stable economy sources, they want to be able to use certain builds to run routes for the exact same rewards in the exact same way.
Are we content with the way things are?
People tend to follow the path of least resistance when going after what they want, and this is quite logical and practical. In the context of the game, this means farming; the drops in the area in question tend to be the same, the monsters don't change, so get the perfect build and have at it until you get what you are looking for. The result is grind.
Apparently, according to rants and complaints and commentary, we don't like grind, even when we create it for ourselves. So, what can be done?
If we want to avoid grind, it isn't enough to change a few skills, or adjust a few drop rates, or change a monster or three. We need to talk about the basic incentives and mechanisms of obtaining what we want in this game.
So. Skill and Time.
We here this a lot, in regards to pretty much everything in the game. In many cases, it is fulfilled within the game; a skillbar is the same as the next, but how you use it differs, armor and weaponry are the same, but your tactics will change. There is, however, a problem.
Loot is Time based.
Because of the random factor, loot is essentially based on how much time you spend farming something, waiting to get lucky. Want a particular sword? Go to the area it drops, and farm. Repeat. Eventually, you might, keyword might, get the sword. If it DOES drop, it doesn't mean you did any better than anyone else after the sword, it just means you were lucky, or spent enough time there to get lucky.
Yet on the same note, if there are defined paths to a sword (slay monster X, bring item Y to location Z, then hold for five minutes while facing mob A to protect NPC B), people can repeat THOSE steps as much as they wish to get what they want in the same manner.
Therefore, Riverside, I have a question. How would you make the loot system better?
Should it be competitive, similar to Challenge Missions, rewarding better loot to more skilled players?
Should it be long-distance questing like the Black Moa Chick, requiring vast travel to assemble a final product?
Should it be single-use quest based like Kerrsh's Staff, with a specific reward for a specific quest?
Should it be incrementally assembled, like Destroyer Gloves, built from random rewards that are obtainable in a wide variety of locations and acquired through normal gameplay?
Should it be based on a set of specific challenges, like Mission Books?
Should everything be obtainable via trader, with prices determined by the community?
Should it be a healthy mixture of all these things, with no specific emphasis?
Or are you happy with the way things are now, or have a different idea?
How would you make the loot system better, both for the individual and for the economy as a whole?
TL;DR version: we all talk about grind being bad, but we love farming. Is there a better way, then, to have people strive for the loot they want that emphasizes skill rather than time spent?
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