Let’s say instead of 75-120 SoJ’s sold globally to spawn him, but 75-120 SoJ’s found/dropped globally would spawn him. Whenever that certain number(let’s say 80th SoJ is found) DClone will spawn on that IP address if it’s still based upon IP address, and whoever happens to be on that IP address in a Hell game would have DClone spawn. That way people aren’t IP hunting, but rather get lucky being on that IP address when that certain number of SoJ’s are found/dropped!
Example:
80th SoJ found globally on IP address 123.456.789.0
Anyone in a Hell game on IP address 123.456.789.0 will have DClone Spawn.
With this way of spawning DClone there are a few Pros:
- This would make players not be able to dupe SoJ’s to spawn DClone because it’s based upon SoJ drops, and not SoJ’s sold.
- This would make players not be able to AFK/IP hunt for a DClone poppable IP address that a person/groups announce beforehand.
- This would make people who sometimes have never gotten an Anni before a possible chance at getting one. This way makes a fair chance for all players!
EDIT:
From another thread blash gave an idea about vendors!
Two ideas that could reverse how DClone spawns:
1. 75-120 SoJ’s(they could adjust this) found/dropped globally would spawn him.
2. 75-120 SoJ’s(they could adjust this) gambled would spawn him.
So, instead of selling SoJ’s you would have to find/gamble(still found but in a different way) SoJ’s to spawn DClone. This way dupers(if duping exists) wouldn’t dupe a massive amount of SoJ’s for spawning DClone!
They could either use 1, or the other idea! Or, combine both to spawn DClone!
1. 75-120 SoJ’s(they could adjust this) found/dropped globally would spawn him.
2. 75-120 SoJ’s(they could adjust this) gambled would spawn him.
3. 75-120 SoJ’s(they could adjust this) found/dropped and gambled would spawn him.