Was my explanation that output would be increased on the front end and decreased on the back end, not create the vision that the end result is equal, but with less necessity of OOC activity? I'd be happy to clarify, though to my knowledge, no one actually said "this doesn't sound logical, please explain."
Personally, I'm confused over the concept lately offered or attempted to make BTSCC more like MMOs. Is that the new paradigm that Staff is going for?
My goal here, if that still remains clear, is to offer a suggestion for a system that changes the epic loot acquiring paradigm from REQUIRING a player spend 10-20 hours a week grinding Areas over and over in an OOC fashion, just for the chance (what is the % anyway?!?) for a worthwhile drop for all that RL time spent.
Does anyone not agree that it would be more beneficial to a RP Server that the average player would spent 4–6 hours per week looting a dungeon, and then 6–16 hours in interactive RP among their peers?
I think the suggestions of dynamic bonuses are very interesting. But isn't the RIG already on a "luck" system? Doesn't the RIG essentially roll a dice against a percentage based on CR? Are not time-gated bosses also one way of limiting players playstyle (just as making chests loot-able once per reset was similar to a limiting action)?
I do not think I can be more clear, and for some, the interpretation isn't matching up with my suggestion, so I'll leave it for what it is.
But I'll leave this thought:
I went and looked up MMORPG again, because I remember reading something from it the last time an issue with BGTSCC becoming—or not becoming...—one.
So, below is the quote from Wikipedia on MMORPG progression:
The underlined is my reason for my suggestion. Apologies to those that feel offended. I just personally feel that BGTSCC benefits from being less of a "grind" driven experience...but for now, that is what we got, and the only way to get Epic Things, is via the Grind.In nearly all MMORPGs, the development of the player's character is the primary goal. Nearly all MMORPGs feature a character progression system, in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do.[8] Traditionally, combat with monsters and completing quests for non-player characters, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs. This is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or "grinding". The role-playing game Progress Quest was created as a parody of this trend.
And if someone like matelener is willing to put in effort to see that paradigm change, the better off the Server will be, imho.