Allielyn said:
No, it wasn't before; because in any one area you are limited by the amount of time in the respawn and only so many nameds will spawn in any zone on a single rotation. DC duo's, at least, if they are comprised of the "best" setup (needs split/tank/healing/dps all rolled into one: aka Monk/Sham or Monk/Cleric), can clear all the spawns in said rotation in any given zone before respawns occur, or close to it. And the fact of the matter is, even if they were 2x slower in doing it, they'd still come off better than if they had to split the cash/item drops with a minimum of two other RL people in a full group.
Provided they only kill named + the mobs that are problematic (can add to the pull, can't be invised past etc). I'd expect the dc duo to run spawn to spawn, with different methods depending on area (invis etc) to skip as many mobs as possible. While I would expect the group to wreck as much as possible. Unless of course the mobs in the way drop nothing or very little. Spell chance+Gems+$ from trash should theoretically (based on various conditions, zone, party, etc) allow the group, with or without farming code in place, over time (to mitigate the effects chance has on the outcome) to far outprofit the dc duo in the same amount of time. Wipes also have to be factored in, with the group taking way less risk of one. Since they can take quite a bit of time to recover from, depending on where one is, I'd think they would factor in significantly. If the duo takes down absolutely everything to match the profit of the full group they will take much much much longer. I would figure that would just be a given, at which point the full group will probably be halfway through their 2nd clear at least.
As an aside, and a possible solution, what if in a zone (which doesn't matter, it's more the concept), clearing a certain type of trash mob had a chance of spawning a named of which all mobs of that particular name/type are a ph of. Kind of iffy to explain what I mean here, but think froglok dweller. Kill patrollers, any one of them can be the ph. Same idea. You can even get more than one at once, which doesn't happen often, but it can. Sort of an encouragement to clear more than just ph's and a benefit to full groups over a dc duo. Obviously this loot would not be like the be all end all pieces in zones. But not worthless either.
Kinda like
DC group goes to ZoneA does 5 rotations, only named spawns. Makes 30k in sales from the resulting drops
Group goes to ZoneA does 5 rotations, everything. Same items, same sales. Also makes 5k in various spells/plat/gems. Group A also gets 8 nonbound (calling what I was referencing above for lack of a better word that.) spawns, because they killed everything. Nonbound drops add 15k to the pot.
The group makes 50k, the dcer makes 30k. Sure the resulting split is not nearly as good, but the amount of xp each got should not be overlooked either. In the past this would have been somewhat of a factor, as a max aa'ed character would have absolutely no need for the xp. This is no longer the case, and while the dc group may have made 3x what any one member of the group did (provided the group was made up of 6 individual people, but the numbers don't matter anyways in this example, just using them to get the idea across), the group also made probably somewhere in the area of 30x the xp.
This is kind of like the mobs dropping random pieces of loot, like undercaverns and some fr mobs etc. However I've personally never seen that in particular as an attractant to the zone, as the rates of places like that always seemed very low to me. If they were managed in nonbound named rather than in that manner, with the aforementioned mobs having a lower poprate (to compensate for the amount of chances to pop compared to the statics), it might help in the discrepancies. Also situations that exist like the bloodspawns could be used as an alternative to this as well, to the same effect. Kinda OT for this thread, but an interesting thing to mull over. Figure I'll see what people think, if it has no obvious unmendable holes I'll start a new thread for it as a suggestion
Kirin Folken said:
I think there are a few zones that were nailed with it needlessly.
Gonna have to agree there. At least I think so, can't be sure w/out a y/n though as it could always be the rng.