Original Post — Direct link

Consistently profitable common drops are a problem.

Jack proposed solution is to nerf all bosses, squishing all drops down, or adding a fixed boss respawn timer limiting kills per hour.

My proposed solution is Dynamic Common Drop Tables.

note: Rare, Unique drops and Pets will remain consistent

The idea: the more you kill a boss the less common drops you get.

for example: the first X number of the boss kills you get consistent common drops.

Every boss kill after X threshold your common drops will be reduced and it will keep dropping every kill till a min value.

This will unincentivize grinding 1 boss 16 hours a day 7 days a week. Incentivizing killing something else for better common drops spreading out the influx of common drops.

You could make an exception for kills while on reaper task so that they always give full common drops.

This the dynamic drops could reset daily, weekly, or slowly increase every hour that you don't kill the same boss.

There is a lot of room for balancing in the idea.

Id love to hear what you all think about it.

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over 1 year ago - /u/JagexJack - Direct link

I don't mind this, but it seems significantly more difficult to design, implement and maintain and the long-term effect would be essentially the same as just nerfing the boss.

over 1 year ago - /u/JagexJack - Direct link

AFAICS everything listed here I covered in the stream, not as a specific suggestion but under the option "ignore PVM and just handle inflation via cutting a few alchables and adding some more gold sinks".

The reason I didn't focus on it for long on the stream is that that approach, while something we do need to look at anyway, doesn't actually resolve any of the underlying structural issues I went through in detail. All the factors I mentioned would still be true, and even if we went through and made huge changes to the game and got the economy in order via methods like you've described, it would be out of control again the next year when the next boss launched.

over 1 year ago - /u/JagexJack - Direct link

Originally posted by TheOnlyTB

"ignore PVM and just handle inflation via cutting a few alchables and adding some more gold sinks"

there are suggestions in there to fix the drop table for streakable bosses, in particular the money printer that is arch glacor.

there are also mentions of relics being made 1gp alch value while zamorak having some of it's alchs changed to wines of zammy, which currently the best source of them is minions from a boss so old you actually mentioned it's counterpart in the stream having a 15 second kill time or less.

specifically the post is to point out the alternative cannot be to remove the enjoyment from the playerbase, and i would hope that some of these suggestions won't be dead in the water as they are actually pretty good ones to note.

I definitely think we need to reign in the worst cases, but that doesn't in and of itself fix the problem. Enrage and streak is unusually profitable for the effort and time taken, but it's really a subset of the overall PVM problem rather than a unique problem in its own right. That was the point of my regression - we "fix" Zamorak, we fix AG, we fix Telos, now we're just rinsing whatever the next boss down is.

I'm not saying your suggestions are bad, or that we shouldn't implement some of them (although some of the gold sinks are very minor) but more that it isn't dealing with the underlying issue. I'm also not saying that kill restrictions are the only possible solution, but solutions that don't deal with the same set of issues aren't alternatives to it, just potential additions.

over 1 year ago - /u/JagexJack - Direct link

Originally posted by Dawgi100

u/jagexJack look at my response please. I metion what you say with regards to just shortening the cycle before it repeats. These ideas of weight and have been independently mentioned by other players too.

Which response?

over 1 year ago - /u/JagexJack - Direct link

Originally posted by candicesnuts123

Also stop shilling killing off old content players will quit if you force them to play newest content, if we wanted that we'd play wow.

IMO there's a big difference between intentionally killing old content, and not going out of your way to add new rewards to old content to encourage people to keep playing it.