chad878262 wrote:As I said previously, the only way to improve the chances of drops would be to somehow limit the number of chances you get. If epic items become commonplace they cease to be epic. The "trash" becomes +4 items with no 'extra's' instead of being +2 (even +3) items. So while I agree with your premise, I've yet to see any actual idea's of how to support the one play style without detracting from the other. This is a medium RP server that aims to support multiple play styles so putting a limit on looting would seem to be going against that model. Doesn't mean there is not a way to do what you are saying, but your post doesn't really give any specifics about how you think it can be accomplished.
So, what if we took the 11 (however many item slots there are, I think it's 11) toughest bosses and made a timed string of quests. When you kill the first guy, you get a mysterious coin. The coin can be redeemed at an epic vendor for a single item of your choice. The second boss in the chain will give you a second coin, but not until an amount of time has passes that the devs find reasonable.
So, if we want it to take a year (little long for my tastes, but whatever people like the sound of), it would take a little less than 5 weeks between when you get one epic token, and you become eligible for the next. Eventually, you'll have one character than has fully kitted themselves out for battle, rawr! Grinders can still grind, as consumables are expensive, and there are actually better items floating around than what the epic shops provide, giving them something to burn their hard won coin on. Also, the string of boss quests will not get you alternate sets of gear (i.e. a detection suite of items for when the hairs on the back of your neck are standing up). Finally, grinders won't have to wait a year (in this example) to get fully laced out in sweet duds. Their reward is just faster acquisition of stuff.
If we feel that ruins grinding (thought I can't see how), we can create a new gold sink in game. Maybe our character's "home" location takes on more meaning. Perhaps donating coin can get you an in-game title. Perhaps we develop some sort of mini-game where there are in-game ramifications of some sort for those with the most coin, or those with the least.
Champions of Darkhold vs. the Gate vs. Nashkel vs Sshamath, etc. A leaderboard like when Artemis and Jarlaxle were collecting goblin ears in the frozen north (for those that read FR novels). Really, we could come up with something as simple or elaborate as we want. As I said, I played on a server where we had very cool territorial games and many aspects of these "mini-games" were tied into the kingdom's treasury. We players were the ones that mainly fed the treasury (although controlling more territory got you more taxes). I've spoken with the developer of that server, and sadly he no longer has any of the scripts, but AoS seems confidant of the team's abilities and we have. . . I guess forever??. . . to work out the kinks. If utimagus could accomplish all the stuff he did on his own in a year, I'm sure we here at one of the longest running, most popular servers nwn2 has known can dream up a fun gold sink to give grinders something else to work towards than just another fully kitted out character. Especially if our balance is dictated by how fast a dedicated grinder can get a level or earn gold. Using that as our measuring stick sort of kills it for the rest of us...