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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-29-2010, 01:45 PM
Originally Posted by CaptainGeko
We did increase the drop rated with difficulty slider from the initial release.
And we tested it again after you announced the change, and our reports basically amounted to "was a change made? I still can't see a difference". Because, like you said:

Originally Posted by CaptainGeko
Note the drop rate multiplier modifies the normal drop rate. So if a purple has a 0.0001 chance to drop, a 30x multiplier is huge, but the chance is still 0.003.
Now, here's the problem, and the gist of the negative feedback that was provided on this point: if you're going to hit us with a very obvious money-sink death penalty and call it a balance counter to the improved chance of receiving nicer drops, then those improved chances of receiving nicer drops better be as noticeable as that potential money sink is. Otherwise your system is poorly balanced and you're essentially punishing players for choosing to fight more difficult opponents instead of snoozing through the game facing very easy ones (which is backwards logic if I've ever heard it).

Every complaint about money sink death penalties being tied into the harder difficulty levels is answered with "well you get better loot". If that's going to be line Cryptic continues to roll with then the improved drops better be abundantly clear. And there was a ton of nearly-unanimous feedback given on Tribble indicating it wasn't.