• ddh@lemmy.sdf.org
    link
    fedilink
    arrow-up
    4
    ·
    1 year ago

    Would be nice if the game itself adapted and dynamically increased the rewards at unpopular locations. Then it’s about what others are/aren’t doing, not what the game currently is.

    Or maybe, different rewards per location per player, so everyone can find their own loot cave.

    • tissek@kbin.social
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      Mmmhmmm. Just imagine every few hours the game updated boosts to (for example) specific dungeons. If one has been popular then the nect interval you have a -10% loot and xp (number taken out if my arse). And these numbers posted clearly in and out of game. I think it wouldn’t take too long before minmaxers have identified breakpoints for when each dungeon is “profitable”. And not too long after that evegy dungeon would be about as profitable as every other.

      I wouldn’t mind at least trying such a system. Think it would be neat.

    • RedForFred@beehaw.org
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      Black Desert had an interesting fishing mechanic which scaled loot rewards for fishing with player density. Higher density areas would diminish the larger return, forcing more players further out to find better spots. It was interesting, but I didn’t dabble in it much compared to my friends. I swear I’ve played a game in the past that had increased rewards for more deserted areas of the game but I can’t remember for the life of me