So, I already oppose DKP, however this change is mindboggling. While you guys say you want to improve the system, your actions are the opposite and in fact you just doubled down on the old DKP system(which I’ll admit was better that this new DKP system).
Before, you farmed specific monsters in the hunting grounds to get specific drops, these were then appraised to get random sockets and potential upgrade chances. Now, you have to farm for hours to get a single drop, that is now random on which you get, at an unbelievably high DKP value that still has to be appraised to hopefully get bonuses to justify the time spent.
Seriously? This is your answer?
This is a point I addressed in another thread that will be locked in 2 weeks from this post so I will quote myself here:
The problem with the “improved top down DKP” is that it doesn’t work the way you guys apparently think. If a DKP value is 500 the first item is 1/500, next is 1/499, 1/498 etc… the problem with changing the denominator(bottom value) is that you are making a drop initially 0.2% chance to drop, and at 1/250 it’s 0.4% chance to drop. So you won’t see a meaningful drop chance until you get within 10 kills of the DKP value 1/10 for example.
Now, when you increased DKP numbers you only make it where people still have to kill until DKP is within 100 of the max. If the DKP is 10,000 you start at 0.01% chance, 5,000 kills only double your chance to 0.02% chance and so on until you get within 100 of the DKP value.
This is further compounded if it is indeed shared in a map, as you have no idea if the item dropped on another channel, and since it is DKP, you are literally wasting your time if you cannot dedicate the time to kill up to that number WITHOUT INTERRUPTION OR COMPETITION.
For example, if DKP is 10000 and 20 mobs are killed every 30 second, that means an item will drop around the 4 hour mark. Now, that is per map, without considering unknowns about when values reset. What if you get disconnected, channel crashes, maintenance, have to step away for 30 minutes, etc…
I hate the DKP system, it encourages unhealthy behavior for the player and the community. It literally means that someone can (intentionally or accidentally)steal your effort. This encourages bullying of players and incentivized “DKP stealing”.
If you just have percent chances it doesn’t matter how long you can stay on without break, when the server reset, calculating when a drop is likely to occur, etc… you just play the game.
Adding random cubes with random items with random quality on an absurdly high “DKP” value is a desthblow to the game. I personally love the gameplay, but the socialist system of waiting in line for 20k kills to get a chance at items conflicts heavily with the idea of a free market and deincentivies effort from players to obtain these rewards. People don’t “wait in line” and in fact this encourages “line cutting” as people will notice a party farming, note kill rate, and simplify log in and try to mass kill at the appropriate time to attempt to make it easier. Even if they only succeed one time in four attempts, it’s still more efficient than the 4-8 hours it would take to get the item eventually.
Simple math: lets say 1k players want to work on hunting ground gear, and let’s say they just want 2 specific items, one armor and one weapon, and they could be guaranteed max quality, sockets, and what item they get. You are looking at 8000 hours of farming,
This would take 333 days to achieve. One year essentially at the absolute best case. Now, realistically, you have something along a 1:20 chance or so to get the item you want, an unknown chance to upgrade sockets to max, and no possible way to actually play for that long continuously. So why would you ware your time in low level hunting grounds, why make these items harder to farm than practonium recipe items?
