To hunt in a Guild / Group or solo...

Ravage69

LOMCN Member
Jul 17, 2017
28
0
12
Been playing quite some time now prob not as much as the majority due to work etc, but the drop system deff seems to favour me playing solo. We created a small guild for family and friends and whenever we do a guild hunt we get hardly anything drop in anywhere we go compared to when on my own. Can understand it being killing more in a grp drops less than than solo, but not at the rate it is surely. In a few hours solo play in any dungeon I go I get 10x as much as I do in a dungeon than I do with the guild of 3/4 ppl. Just curious to see if its just me that's seeing this as I prefer to play in a guild/grp format and wonder if its meant as a solo play wins server....
 

Mystickiller

Bored AF
Untrusted Member
Golden Oldie
Dec 24, 2003
1,007
4
174
Minnesota, USA
Banyo/Dragon Abyss

Guild gives better drops tbh. Solo for cash witch is what this entire server revolves around. At 70 im working towards a decent horse/edge wep/64 arm/emblem. Those all-together are about 500m+
 
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Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
honestly i think there needs to be done something about the bosses. Currently there are only 2 -3 bosses worth hunting. And they will be covered by the high lvl guilds. We need another 3-4 Bosses which can be hunted by other guilds and drop valuable items. (by letting them spawn the same times as the big ones guilds have to decide for which bosses they are going)
 

Vyse

Golden Oldie
Golden Oldie
Apr 29, 2004
902
256
250
Manchester/Stockport
I agree that you earn less when grouping than you do when teaming up, and that it should work out more beneficial than it currently does.

I also agree that some more bosses that drop decently would be nice, However if Jamie changed some of the other bosses drops it wouldn't stop the high levels going for them too.

Personally I would change the drops of the seal bosses like RME as they don't get broadcast globally and it would make it somewhere friendly for lower level and member guilds to go and hut.

Besides RME could do with a look at his drop file killed him 5 times and friends had him a few and he drops nowt other than a few crystals, bene, strength oil, and a hero gauntlet part. Guessing he use to have the life steal set before Jamie removed it to keep warriors from getting too powerful. But seal bosses should drop decently.
 

grimchamp

LOMCN Developer
Developer
May 16, 2005
165
149
160
I feel like there should be an npc outside each cave, a guardian or explorer if you want to keep it roleplay accurate, who oh can click on and he/she will tell you seal progress. They don’t need to give progression stats onto next seal or when last one was broken or even if boss is alive. Just progress. Of course when boss dies this should reset to 0.
 

Veora

LOMCN Veteran
Veteran
Apr 4, 2005
355
9
94
Just in case you're not aware, the drop rate is divided between the amount of people you have in a group so if something had a 12% drop and you had 12 people in the group it would now be 1% plus any class bonus so for 3 of each class in a 12 person group the drop rate would be 1.3%.

I think this encourages people to not group up as kill speed is definitely not linear with the amount of people in the group causing lower drops, less gold and less exp so this makes pretty much everyone want to solo. Maybe if we had some kind of system to make drops better in groups then people may group up more, I think it should be more like +10% for each person in the group, this may sound like a lot but if you did this for my example above it would turn the 1% drop into 2.1%.
 
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Drakay

LOMCN Veteran
Veteran
Jun 16, 2014
407
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Just in case you're not aware, the drop rate is divided between the amount of people you have in a group so if something had a 12% drop and you had 12 people in the group it would now be 1.2% plus any class bonus so for 3 of each class in a 12 person group the drop rate would be 1.56%.

I think this encourages people to not group up as kill speed is definitely not linear with the amount of people in the group causing lower drops, less gold and less exp so this makes pretty much everyone want to solo. Maybe if we had some kind of system to make drops better in groups then people may group up more, I think it should be more like +10% for each person in the group, this may sound like a lot but if you did this for my example above it would turn the 1.2% drop into 2.64%.

12% drop between 12 people is 1% each mate, not 1.2% that would be between 10 people?
 

Veora

LOMCN Veteran
Veteran
Apr 4, 2005
355
9
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Yeah I originally put 10 there but changed it to 12 for the "3 of each class" bit. Edited now :P
 

grimchamp

LOMCN Developer
Developer
May 16, 2005
165
149
160
There needs to be balance. So it’s about finding that. If you give everyone the original drop rate or even a group based increase you risk people bringing alts to bosses via recall set just to leech drops however if you use this divide and conquer method then there’s no incentive to hunt together. Now, having a group bonus based on ‘X’ of each class is erroneous if it’s applied to an already divided drop / exp rate. You’d be best hunting solo in all cases.

I think one simple change is to apply an exp buff based on group size to encourage hunting. So add like 5% per person in group within a specific range however cap it to discourage one party taking over a map and luring all mobs to same location. So say cap it at 15% at a 4 man group (ie. you plus 3).

The flip side is a lower decrease per member. If I bring in a guildie to say LL3 at the moment I lose upto 40% exp. however if were to lose 10% per member capped at 30% then this would be viable. The trade off is then that you are gaining less exp but you should clear quicker. This one may be a bit more controversial.
 

Koriban

Addict
Legendary
Loyal Member
Aug 18, 2006
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Brighton
The incentive to hunt together is usually greater when a new area is released, due to safety in numbers and usually people needed for boss takedowns. Once content has been out and done and dusted for a fair while people stop grouping up and start soloing. This is a natural progression that we expect.

Having said that we obviously still want people to group up when we do release new content, so we'll be keeping an eye out as of the latest patch.
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
The incentive to hunt together is usually greater when a new area is released, due to safety in numbers and usually people needed for boss takedowns. Once content has been out and done and dusted for a fair while people stop grouping up and start soloing. This is a natural progression that we expect.

Having said that we obviously still want people to group up when we do release new content, so we'll be keeping an eye out as of the latest patch.

I began to assume you were dead, welcome back.