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Poll > My Ls Idea.
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Feb 13 2024 07:41pm
Lets just merge HC into SC instead and have 1 core :evil:
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Feb 13 2024 07:42pm
Quote (Tyler225 @ Feb 14 2024 12:41pm)
Lets just merge HC into SC instead and have 1 core :evil:


Never!
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Feb 13 2024 08:22pm
I voted yes because I would play it.
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Feb 13 2024 09:02pm
Quote (Mikol @ Feb 13 2024 07:55pm)
It is a very good premise but there is no way it would be implemented and would actually hurt the game.

I do like the influx of suggestions as of late though, keep them coming!


LOL

10:02 pm eastern
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Feb 13 2024 11:07pm
It's a good idea in theory but we don't need to split up the player base even more, already practically impossible to find certain gear on the MP, this would just make it worse.
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Feb 13 2024 11:46pm
Quote (Symptomatic @ Feb 14 2024 04:07pm)
It's a good idea in theory but we don't need to split up the player base even more, already practically impossible to find certain gear on the MP, this would just make it worse.


It's more about expanding the player base than splitting it, maybe create new incentives for guilds to slash, I'll come up with something.
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Feb 14 2024 12:17am
I don't hate the idea, nor the idea of a bufcore core previously mentioned by others, I just don't see it happening because all Cores (SC & HC already) are all placed on one server, that is most probably why there aren't different bufs between rewards from objectives, or drop rate & quantity, or even different monster abilities per core etc ... so, adding another core would just mean the same thing... just play either SC or HC.

It would be good if they did code things for each core different to each other just by selecting either Softcore or Hardcore.
...

I would like to see more content like dungeon raiding and a final boss, if you enter the dungeon raid (solo or group) you don't get the normal (usual old objectives) to complete, you can select different ones based on meeting the required restrictions... some of them could have more benefits... increased stats, life, mana, EES (equipment) and maybe an EIS (item ... the maps, fish comfrey etc) and a lot more.

There are other things that can be added as well.
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Feb 14 2024 12:41am
voted no

market would be saturated with items after 1 season on "non ladder" if you would increase drop rates on "ladder" by that much that it would make sense to play it. People that want to make fg from the game are farming muteables and hope for a lucky punch meanwhile. Nobody would ever skill on "ladder" since profs are bound to character and not account so all that income from skillables would not exist on that core then. And if you split the current playerbase by adding another 2 cores (1x sc and 1x hc) i guess the game would die before new people could even think of testing this game.

Muting is already producing a good amount of items these days and new people could easily build a decent set to climb with for an acceptable investment. You don't need 200+ ee items to start this game and a set with an average of 100ee on all items is playable. In my opinion the drop rate is one of the reasons why this game still exists. If everyone would be satisfied with items, hardly anyone would play i guess, except for maybe the few people that put enough time into the game to care about going for a reset. In that case, when no items are worth anything anymore the only reason to play is the excitment of doing a MQ? Pretty sure that won't bring new people :D

It's pretty obvious that increasing playerbase would be cool, but in my opinion this is not a good way to achieve that. A system where you could spend guildpoints for benefits on jsp could bring way more people to test the game and hope some would stay. (orbs, stars, pm box slots, lottery tickets,....)
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Feb 14 2024 01:16am
Quote (Matthi @ Feb 14 2024 05:41pm)
voted no

market would be saturated with items after 1 season on "non ladder" if you would increase drop rates on "ladder" by that much that it would make sense to play it. People that want to make fg from the game are farming muteables and hope for a lucky punch meanwhile. Nobody would ever skill on "ladder" since profs are bound to character and not account so all that income from skillables would not exist on that core then. And if you split the current playerbase by adding another 2 cores (1x sc and 1x hc) i guess the game would die before new people could even think of testing this game.

Muting is already producing a good amount of items these days and new people could easily build a decent set to climb with for an acceptable investment. You don't need 200+ ee items to start this game and a set with an average of 100ee on all items is playable. In my opinion the drop rate is one of the reasons why this game still exists. If everyone would be satisfied with items, hardly anyone would play i guess, except for maybe the few people that put enough time into the game to care about going for a reset. In that case, when no items are worth anything anymore the only reason to play is the excitment of doing a MQ? Pretty sure that won't bring new people :D

It's pretty obvious that increasing playerbase would be cool, but in my opinion this is not a good way to achieve that. A system where you could spend guildpoints for benefits on jsp could bring way more people to test the game and hope some would stay. (orbs, stars, pm box slots, lottery tickets,....)


Great post, I disagree on a lot but I can see your point of view.
I think being able to start from nothing and have an opportunity to build sets would just be fun and engaging and hopefully draw new people in, I am not saying massive drop rates but enough to where you can farm that mid tier gear without taking years.
180ee+ items I think should not be increased more than say 25%.
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Feb 14 2024 01:34am
Quote (Plaguefear @ 14 Feb 2024 20:16)
Great post, I disagree on a lot but I can see your point of view.
I think being able to start from nothing and have an opportunity to build sets would just be fun and engaging and hopefully draw new people in, I am not saying massive drop rates but enough to where you can farm that mid tier gear without taking years.
180ee+ items I think should not be increased more than say 25%.


Drop Rate = frequency of drops
Drop Quality = self explanatory
Drop Quantity = self explanatory.

So... increasing "Drop Rate" does NOT increase the Quality or the Quantity ... Right?

Thus your suggestion isn't wrong when it comes to "Drop Rate", the quality & quantity doesn't change, however the chance of a/more Quality/Quantity item(s) increase because of the % increase of Rate. The RNG % is pathetic none-the-less as you have stated.

Your suggestion isn't hindered by what was stated earlier.
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