The Self Found League
+1 for the idea
i would switch to that league in a heartbeat. and for all the poor souls that got "hacked" (and stuff stolen) this could be the place that is save - because there is no trading and therefore no money making and no incentive to touch the chars. you could make an enable/entry fee for this league and i would pay for that. Last edited by PietyStabber#7740 on Apr 17, 2013, 6:27:23 AM
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" There's no need for this in a no trading league. Without the ability to trade, there is no economy to ruin, therefore, no SC economy problem to solve. If you want perma death for a HC self found league for the sake of perma death, that's a matter for another discussion. However, given the basic premise of no trading, HC characters moving to the default version of this league would have precisely zero impact (apart from any loss the HC player may feel). Last edited by Thaelyn#0781 on Apr 17, 2013, 6:30:13 AM
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I love this idea too. A timer from the time you pick an item allowing you to re-drop it would be great too as some people said. 5 minutes or so, there isn't any trading involved, just friendly teamplay. Timer passed = drop -> Destroy/Keep.
But obviously, this league need better drop rates, its a must, or will be the same or worse than default league. ♠RaGoN♦
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I had a dream, that I can craft my gear as a solo self-found player. I had a dream, I can afford to chaos/alch maps as a solo player. I had a dream, there was no WTS ubershizzle spam. I had a dream, I drop more than 1 exalted per month (altho tehnically I'm at 1,3 atm). Please, make it true GGG.
Anyway, +1 to self found league idea. Give us the loot pinatas that we want and loads of crafting items that are actually used for crafting and not called "currency". Only suggestion I'd perhaps have is: increase the orb drops more than the gear drops. Double IIQ/IIR would already make quite an impact on gear drops, while double IIQ on orbs (at least with drops I had in past 2-3 months) would make only a slight improvement in my ability to craft gear with some of the bad RNG you can encounter. If I need 1000 fusings+1000 jewlers for 6L, I'd expect every run through an area to net me at least 2-3 fusings/jewlers (as an bad RNG example). |
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I like the idea but I think this would happen:
Some people get frustrated after being unable of finding enough upgrades. Start to ask for trades, party up, go to a zone, drop items (you stand there I stand here both drop it, inspect, move and loot trade). And so the league crumbles. "Players can now smack around players who are having trouble very early on."
-Bex |
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" That's why people have suggested: 1) Partying to be disabled OR 2) Dropping items on the floor in any zone destroys said item OR 3) The item can only be dropped on the floor 1-5 minutes after it was dropped. (So as to allow party members to exchange gear that drops, but disallow trading) |
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" These aren't choices. This ties self found and solo together. I, for one, think that Self Found should be "pure". I have seen similar threads before, where someone wanted self found to be easier, also. I'm like, let's just stick to one idea at a time, mkay? Tying self found to solo serves no real purpose. For example, you actually get worse gear when you party (the increase in players is greater than the increase in gear found). So the only real benefit of partying is survival (and possibly XP, I haven't done the math there). Finally, if a solo player only wants to solo in self-found, they can. Perhaps you can think of game features that couldn't be in self found because it has parties? I can't. --C |
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I'm not saying it's definitely what the league should be implemented as, just that it has been suggested.
Also, it's a bit hard not to tie solo to self found, considering the items you find are SELF found; not found by somebody else. In regards to trading, you would be solo. Obviously the first option would make all aspects of the game solo, but the other two options only make trading solo (somewhat), while still allowing partying. If you can think of a better way to avoid people avoiding the no-trading rule of a self found league by dropping items on the floor to trade instead, I would like to hear it. Personally I think having a 1-5 minute timer after an item drops allowing that item to be dropped on the floor is the best solution. Sure, you could trade if you found a buyer within that time frame, but it's unlikely. Edit: There would still be incentive to party even if loot was essentially solo. In a 6 man party, enemies have 350% health, whereas your party will have 600% damage. Enemies also do not get any increased damage, but have 6 targets to choose from, making partying a lot safer. Last edited by EndOfEnds#7547 on Apr 17, 2013, 10:14:13 AM
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I would be so happy if they did this. Bump!
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" The only purpose whatsoever in allowing an item to be dropped/traded on a small time scale is to allow an item that was mistakenly picked in party FFA play (example, a map) to be politely returned. To this end, you could make the droppability/tradability time window of the item very small (<1 minute). This makes trading in any meaningful way virtually impossible. Suppose you found a really good item. You rush to chat and attempt to find a buyer. You would need to find one that had recently found the currency within 1 minute as well. And then make all that work. Not likely, not likely. While such transactions could, theoretically, occur, you can count on them being only the smallest of statistical impacts to the league. As such, there would be no need to worry about having a low drop rate in order to control the introduction of good gear to the player base, league wide. TL;DR; let's not make much ado about nothing. --C p.s. other posters have suggested leaving the drop/trade time window out; that's fine, too. I'm just saying it would have no measurable impact on the league to have it in. Last edited by Courageous#0687 on Apr 17, 2013, 10:26:40 AM
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