In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.
Discussion in 'UHall' started by yadiman, Nov 13, 2014.
does that half each person's chance at an artifact?
From my understanding there is % chance an artifact will drop.
If the artifact does drop, a player from the pool of qualifiers will be selected and receive the drop; with the top damager having the best chance.
The key is you have to become a qualifier i.e inflicting/healing enough damage to secure looting rights.
So, to answer your question. No..it doesn't.
Now if your partied, there are situations where it can half your chance at receiving an artifacts which makes no sense.
Many bosses your much better off not being in a party. Actually, I can't think of any off the top of my head where you are better off being in a party.
The more players that qualify the more you will increase your drop rate chances.
I have had drops on two in a party on Cora more than once.
Yup, Cora, Medusa, Stygian and Exodus (key gathering too), as well as some others can have multiple drops. On the flip side, some Item Drops, like the Crimson Cinture, and Drops off the Abyss mini spawns only drop one item, in pack or on corpse, so it would seem, being out of party and everyone getting the same chance at the drop, plus more loot per instanced corpse = good thing.
Summary: sometimes yes, sometimes no. Hope that helps.
Being in a party didn't increase your chances. They were both qualifiers.
Not all bosses are coded to drop with the same formula. I think players are under the impression there is only one drop formula and it's the same and implemented system wide; that's not the case.
Some Bosses are coded to role for each and every qualifier regardless of being partied or not. Other Bosses if your partied your limiting yourself to just one chance at a drop, essentially being partied binds the party to one qualifier status.
Being in a party never helps...that's the bottom line.
If you want to increase your chance at drops focus on getting the maximum number of qualifiers.
LMAO not a one of you has a clue, but keep listening to neophites.
People like you make me wonder why I even bother reading Stratics.
if the item drops inside your pack then the chance doesn't change.
if the item drops as loot, it will drop then the loot will be splitted into N parts (N = number of attackers). So if the chance is 1% in party you'll have 1% / N. That's why many people likes to solo, because if you are in party the one who clicks faster gets the better items and if you disband the party the loot will be splitted in tiny parts that became useless (except if you are lucky)
Ah thanks everyone. Ya it's a confusing system. Hopefully they can make it where there is nothing to discourage groups.
yes, they should give to everyone a full loot... so they can just cerate a decent amount of loot items instead of creating thousands of items to cover groups of a dozen attackers where each one will get 100gp and 1 item -.-
Exactly.... They should do MORE to encourage folk to work TOGETHER this is an MMORPG... so you would think that they would encourage folk banding together as a group to do things..... however more often than not working as a group lessens your chances to get good loot... hence the reason the game has turned into a greed fest.... promoting soloistic attitudes and angry behavior if you "hone in" on someone elses kill... you know we've all been there when you are either beating down some mob and some jerk comes down out of nowhere and lays the hammer down on it and gets the drop leaving you with nothing to show for your time invested...
Or you come upon someone fighting something and they jump all over you calling you every name in the book and then some because they think you are trying to "take their spawn" or whatever when really you were about to ask if they minded if you helped .... but now you know otherwise and get rather defensive and think well just because he was a jerk first now I'm going to be one... and it escalates from there. Or you just turn and walk away. Or perhaps you were only passing by when it happened but now that he turned on you ... then you decide to take the spawn anyway because he was a jerk first.
Anyway the way things are of late it certainly does NOT promote being together... and it more often than not makes folk bitter and grouchy. Afterall everyone wants the good either because they are out to make a buck... or they need the item. There is only ONE thing I can think of currently in game that actually PROMOTES working together and that's doing the actual mini city spawns down in Blackthorns... working together you can actually clear the cities faster... get more drops usually in far less time than if you were actually hunting just the small stuff in the rest of the dungeon where once again your faced with folk getting all bent if you "hone" on their spawn. Of course in Fel you can just fight over who gets the spot.... or let them farm and come back and kill them and take the drops later. Or kill any afk scripters you find down there and loot them for their drops.
At any rate I always thought that first off there ought to be MORE drops... they should redo the bigger Champs at Peerless to give a better balance of drops... I'd much rather see more stuff given to parties and I for one feel that each party member ought to have their own instanced corpse... And the larger the party the higher the chance of getting the special drops. Like Crimson Cinctures, Mark of Travesty and the Crystalline Ring etc... as well as things from Medusa, Styngian Dragon and such... that's my opinion.
I am trying to stay on topic, seeing I didn't read any of the post or topic my advice is "Yes".
It worked for that Beatles guy, if you call working marrying a horrible shrew and being shot.in the face.
yes, that's what I expected when I read about "new loot"... but to make this working they'll have also to "change" the monsters hp/res in order to be more balanced when there are more people in an area. For example, if a monsters has 100hp, when another player arrives it must increase to 150, so that you and the other guy can fight this moster together and having fun doing it. Otherwise it happens what happens now... like on miasma, everybody kills it in 1 shot and became a who kills first and it starts the insult/monsters luring fest
Just go do the content.
Try it solo, if you can. If not, do it in a group. Doing content solo can be very stimulating, and the rewards can be better, maybe. But personally I always find it more fun to do whatever it is with a good group. And the more you do...whatever it is as a group the better you get at it, and you may find that someone will "share" from their loot if the thing you have been working to get drops, and they don't need it.
If you can't get it done solo, you have zero chance of getting the drop. So its not so much about taking a hit at your personal chances of having the drop appear on your instanced corpse as it is increasing the odds of having a corpse that might contain the drop you want.
Just my two pennies.
so i can have my 10 noob characters in my party while soling a peerless and get 10 times the loot / 10 times chance at drops? no thanks we have enough ways to abuse the system already.
this is basically how it works for the doom drops right now, and we've seen whats happened with that. luckily its only around for 2 more weeks cause that content / value of items is already exhausted.
I always drop the party before the boss dies. Otherwise the new loot is less overall.
no, I'm talking about the top attackers list. So if you don't make enough damage you get nothing. With a system like this the party should just became a way to communicate, while a luck bonus should be applied in the loot of the top attackers.
Player / community experience is more important than stopping some people abusing the system. But yes, they could add safeguards like preventing trial accts from getting arties.
According to http://uo2.stratics.com/miscellaneous/young-players-and-trial-accounts
There's basically a "no fel" restriction for trials, but nothing about getting artifacts
Public boss kills would be more frequent imo. (some bosses anyway) Some bosses increase in difficulty with more people, but the reward is not increased.
so you would still see killing peerless at all worth the time if a slither was 10 mil and a crimson cincture 3? at some point, the value of the items does matter. like the minax stuff. when scripting / afk farming were easy they were dirt cheap. most wouldnt think of wasting time with that content when the reward could be bought extremely easily. Now that thats over and price is going back up, regular players are actually doing the content again. and that the point of the game, to have a reason to do the content rather than just buying everything you need.
im not talking about trial accounts either, im talking about guys like the minax scriptors with 15 paid accounts 24 / 7 script playing stuff.
believe me, i do events and you can make looting rights extremely easily. sometimes on a character straight out of new haven with only start skills.
well, that's part of an ancient bad design. Remember that if (and by if I mean never) the devs are going to make a system like the one I've described, they will also have to balance it correctly in order to avoid the usual lamer tricks
It's obvious that as it is now if you just give to people a full loot even the rocks on the ground will get their own
Besides, a system like this will works better with monsters who actually requires an IQ greater than 10 to be killed
agreed. ive always wished the "bosses" were more than "hit the kill button" meaning, acutally took group tactics to be able to kill. id love bosses that actually took teamplay and were impossible to solo. even needing groups of 10 or more (real players not loot characters) just to be able to take something down. i try not to compare UO to other games at this point tho, and just take what we got.
Tell me about it. Right now, I'd say there is literally NOTHING in UO that you can't solo. Years ago, even soloing a Champ Spawn was impressive, if not outright impossible (depending on what shard you played, anyway. I could only do Despise years back on Test Center), now all of them are done easily.
I would LOVE a boss that requires a decent sized group. Right now, you only need 1-2 people for every boss in the game, even Scalis. That's utterly ridiculous.
that's because the latest boss have been made "hard" by giving them 100k hp, so you die of boredom before you can kill them in solo...
But this will always be a problem unless they scale the monsters stats based on the amount of people on the area (like +10% life per player), otherwise even if they make a smarter AI, it will be defeated by the player number.
It's hard to improve this properly and I don't think it will be improved anytime soon unless you are ready to give up any kind of event and gift for 5-6 years or so
Someone came here looking for information. If you believe everyone is wrong then perhaps you can enlighten us rather than troll the forum.
Exodus is the only boss that seems to have sense.... though I know a few who stick the boss and can solo it.... but again it takes forever. Exodus was a Giant step in the right direction. Though as Pinco said it would help if the bosses were scaled to the number of players there. Growing in difficulty and HP with the more folk in the area. However just adding HP like they do with EM events does NOT a better mob make. If you get my drift. And throwing everything and the kitchen sink in the boss also does NOT make it better... A smarter Boss is what is needed.
My Son plays FF and I'll say no one in UO wants bosses like that where it takes 4 hour of strategy and planning to get to the boss and another hour to kill the freaking thing. Again it's not about just stacking on HP it's about making the fight a fight... not being able to just stand there and shoot away... or whack away at it... or hang back and just cast 2 EV's and think you can kill it. Talking about working together... Healers healing, Dexers moving in and back out as it does moves against them... archers firing at it but then also it firing back at them... Not like reflect back like Briggands... that's no fun it's more like killing yourself slowly over time. I'm talking about it shooting back on occasion trying to give the archer his due for those annoying arrows. Perhaps running at the Archer and stomping it. Again a need for healers to rez.
Trouble with stuff like this is the same I've found when you play games like Arcane Legends.... people are crybabies when they die. It's like they can't handle getting killed so if they die they leave. Leaving the rest of the group to face the boss alone. Extremely annoying... But death is a part of UO... Ya have to be able to pull up your britches and pick yourself up dust off and jump back in. The game shouldn't be handed to folk on a silver platter.
Again bosses need more intelligence than just HP and every special in the book. I like how Medusa if you disarm her becomes more fearsome than if you let her hit you with her bow. Things like that. I like how Paroximus draws life out of the summons and pets around him, but at the same rate I don't like how that makes it so only certain "classes" can fight him. Not really fair that Tamers are pretty much discouraged from fighting him.
Exactly. I want to go in, kill it (or get my ass kicked), not spend half the day preparing to fight it. In ALL of the singleplayer console RPGs I've played, do you know how much time I've spent preparing for the boss beforehand? Absolutely none. Unless I know what it can do beforehand (Penance in Final Fantasy X), I'll fight it until I see how the boss works & what the most efficient way is to deal with it; if said method requires grinding for rare items, I just break out the Action Replay (or applicable equivalent) & hack it in. In some cases, even having that knowledge means absolutely nothing (Final Fantasy 5, Omega), and I still get annihilated (fwiw, Omega from FF5 is one of two bosses in the entire FF franchise that I absolutely dread fighting. The other is Ozma from FF9)
Fights in UO, or any other RPG? High HP doesn't cut it. You can either a) go toe to toe with them on a sampire, never moving & just chaining AI, b) impede their movement (say, via bagballs) so their only means of offense is spellcasting (if they can use spells, anyway)
With this type of combat, it'd be hard to make a boss absolutely un-soloable. But they can still try, and at the same time, give more incentives for groups.
They could add a multi-boss fight, where each boss would be a nemesis to certain templates. (anti-samp, pet ignore, bard immune, fast/summoner) All the bosses would be in 1 room so you would have to fight them at the same time.
But yes, currently, keys and boss hp is a big detractor for doing boss runs. Grouping with people would alleviate those issues, but for some reason, people don't do it.
They don't do it because if you group up you lessen your chance at getting a drop... Greed is the main reason no one groups up anymore. IF they only realized that in a group you can do it 10X faster and do 10x more of them in far less time upping your chance at a drop but.... hey what do I know.
Anyway there should be more incentive to group up and be in a guild doing things. Or in a party. As it is now there is far less reasons to be in a guild or alliance. And Greed rules the game.
some of the best guilds in other games wont even consider a player if he / she doesnt know bosses and watch videos. and those are the guilds that have all the best in slot gear : )
id love to see a boss that took about 2 hours to kill with a group of 4 - 10 people. im not dillusional tho UO just isnt a serious game like that.