What type of drop system would you like for ToS?
- Top-down chance system (Our current system - RNG value increases as monsters are killed, shared across all channels of a map. For example, if an item has a top-down count of K, the chance of getting the item is initially 1/K but the value of the denominator decreases with each kill [1/(K - kills)]. When the item is dropped by any player, the count is reset to its initial value.)
- Pure RNG (pure chance for every item, no more top-down chance or DPK. No more shared values)
- Progressive RNG (same as pure RNG, but every current top-down chance/DPK item is fragmented. Drops will be N times greater in occurrence, but an item will require N times the fragments to finish. For example, assuming an item normally has a drop rate of 0.05% it can be fragmented into 8 fragments, where the fragments have a drop rate of 0.4% each, but you require 8 of the fragments to combine and create the item).
- Pure DPK system (old DPK system where an item drops once a number of monsters are killed)
- Top-down chance system
- Pure RNG
- Progressive RNG
- Pure DPK
- None of the above (if you choose this answer, please reply with what you think may be a better method)
0 voters
Please discuss any of these systems, their pros, cons, how they can be improved, how they can be problematic, etc.
Edit: Removed “DPK” from top-down chance explanation to avoid confusion
Edit 2: Oh whoops, I need to edit the topic again. I guess I misread the Top-down explanaton when I saw the explanation from the developer, but apparently it is indeed 1/(K-kills) versus ( (1/K) * kills ) where K is the count limit and kills < K. Simply editing the description of top-down chance to reflect this. This difference is important because (1/K) * kills is incremental increases whereas 1/(K - kills) is an exponential increase per kill. Explanation of the system provided here. Explanation of the difference between the two provided here