Reading over the feedback, a key error I made in the livestream yesterday has been pointed out to me. The question was asked and answered at the time, iirc, but I didn't appreciate how misleading that specific point was and I didn't emphasise it heavily enough.
If you're not sure what I'm talking about, yesterday I did a livestream about common drops and their impact on the game. Most of the stream was explaining the problem, but at the end I posited a possible solution. You can find the stream here: https://www.twitch.tv/videos/1752649536
If you're wondering why I'm proposing anything, or you think it's obvious that the solution is something different, I would encourage you to watch the stream itself as I go over various issues in detail, including the causal factors that need to be accounted for. It's long, but it has to be because the issue is complex.
What's created discussion and concern, and rightfully so, is the potential solution I present in the last 10 minutes, which I'll summarise briefly. (Again if the reasoning seems incomplete I would encourage you to watch the full stream.)
- Common drops are too good, and this is bad for the economy.
- To an extent we can address this by just nerfing drop tables.
- Common drops are so high because each boss is competing with each previous boss, and because harder content needs to be more profitable than easier content.
- If we nerf the most profitable option, players can simply kill easier bosses faster. (You can concretely observe this in the discussion around which Zamorak enrage is best to farm.)
- This means that we need to nerf the easier options as well. If we regress this all the way back to Vindicta then we have to nerf Vindicta too. (I was initially using Graardor as an example but it's not actually a good one.)
I then posited (and honestly it was probably a mistake to bring it up in the first place because it made it seem like a bigger point than it was) that we could avoid nerfing the lower level bosses as much by imposing a respawn timer on them. If there's an upper limit to how frequently you can farm easy content, you're encouraged to do harder content instead for higher rewards, which is of course exactly where the game should be in terms of effort and skill being rewarded.
The key mistake I made in explaining this, in retrospect, was simply referring to it as a respawn timer without further explanation. This is highly misleading, because of course by default respawn timers start on death. What I'm actually referring to, and I think where the disconnect with the chat started, is a timer that starts when the fight starts which limits how frequently the boss can respawn. For example if Vindicta has a 30s timer, and you kill Vindicta in 15s, she wouldn't spawn for another 15s. If the kill takes 30s (or longer) she would respawn instantly.
There's no intention here to limit the kill rate of on-tier content or force people to wait around for the boss, unless they're specifically farming content they massively overgear because it's more profitable than bothering to try anything harder, which is the exact problem we're trying to avoid. Implemented correctly, you would never see this "respawn timer" in practice because it would be much better use of your time to go kill something with better drops - it's basically there to avoid what would essentially be an open exploit in the boss balancing.
All that said, as I mentioned in the livestream, this is a possible solution to a fairly specific part of the general issue of nerfing drop tables. It's nowhere close to a plan, and there are alternatives (as I go through on the stream).
I've seen the various feedback, a lot of which is essentially ideological. ("It's simply wrong to limit what a player can do with their own time.") Obviously you're welcome to your opinion and your view of game design. The main conclusion to the stream, and the point I don't make as well as I should, is that the proposal at hand is basically just an alternative to just nerfing Vindicta. Personally, I think it's better for the game to be able to have a range of content available for players of different gear and skill levels, without having to intentionally nerf the older, easier content for fear of elite players rinsing it.
The other main issue, which I do go through on the stream but I think is fairly easy to clarify and summarise, is that there are several mechanics in the game which are based around essentially forcing you to engage with bosses that are easy for you (log, pets, etc). This is definitely valid to raise, but would be fairly easy to resolve via a number of methods from redesigning how those other elements work in the first place, to a crude option like allowing you to force a respawn by disabling commons.
There have been a lot of suggestions posted about alternative ways to address the economy in addition to, or instead of, touching drop tables, such as changes to alching or addition of gold sinks. Next week I'm planning to do a stream on the economy in general rather than specifically PVM, so I'll talk more about those there.
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