Thanks for the kind words.
My other thoughts were along the lines of real world PvP instances-random groups of people get messages that there is an arkfall or stash of something. Much like duels but with an objective. You would get the message if you're in the area (but the number of people would be limited). Once enough people have entered the area to get the stash, the event would begin and any others that arrive would be notified that others have already made a claim to it-so they can't enter the event. Then a fight begins, perhaps teams at random or at player demand, or a free for all. Whoever wins by being the last person standing, or team, or with the most points after time runs out, gets the bulk of the stash. The others get a smaller reward.
I know this stuff won't happen, but they're the kinds of things I had really hoped might make it into this game. I don't see on demand arkfalls as some sort of RPG immersive thing-I know this isn't an RPG, but that was one of the reasons given for wanting to change grenade mechanics "because we are arkhunters."
So, we got a new patch now--part of which was to further address stability. Ok. Well, one of my biggest complaints about some new type of "loot" drops with the grenades had to do with lag--more loot equals more lag. This was also discussed regarding BMG lag. I'm not certain but I think the answer has been found. Decrease the amount of loot that drops.
I just played the game, did a fair share of events-several minor and major arkfalls and a siege, and compared with before the patch, I notice that loot drops seem to have been lowered.
Sooo, the best way to get scrip at least in my experience, seems to have been nerfed. And that's with the same loadout I was using prior to the patch. I will have to test this at the usual places for maximizing drops.



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