Tree of Savior Forum

DPK is indeed worse than before

wait I haven’t played in a while but I thought they changed DPK to % RNG? Did it change it back or was it different?

RNG now with DPK insurance.

I was BEYOND the dpk value. Do you even read?

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I just wonder do you have any actual evidence that the items would drop in each channel instead of one. Cause it sure as hell doesn’t say that in the dev blog and so far you haven’t given anything expect your own opinion on the matter. :confused:

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Dpk values were re-relased recently in a game’s IPF, neetv is one the most reliable sources out there.
Maybe the problem is your interpretation of shared DPK?

Indeed, use your brain.

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What jynxie08 says is extremely misleading.

RNG with DKP insurance would mean that you always have a fixed chance to drop the item but if you kill X mobs the item will drop.

What they did was increase dkp values by up to double, make it where you get a 1/dkp chance to get the item (essentially nonexistent chance up to dkp-100 when you see a 1% chance before that its .2% or lower and increases slow since its on an exponential scale).

Essentially its a shitty version of RNG with DKP protection, that just makes DKP even harder and gives you a crazy low % chance that just complicates the issue, since that DKP value is shared among all channels in any map.

TheAlleyCats experience is not unusual now, and thats the problem.

The graphic that nightrain_scy has in this post illustrates it very well.

You don’t see a meaningful percent drop chance until you are within 200 kills, regardless of initial DKP value. These values can commonly reach 500, 1000, or with the new hunting ground changes, 10k-20k. See the problem?

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Yes, ok. I’m waiting your explaination for the lack of 2 drops out of 3.

lol, I’m done here :joy_cat:

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Because they dropped from different channels?

It was said explicitly. IMC is not lying to you, it is best to take their words exactly as they meant it to be. Youll get lots of items if you do that.

DKP is bound map wise, meaning that its shared, both the resets and the count. Like i said before, all this says is that they changed dkp from channel specific to map specific.

Also, this only proves that the developers don’t understand the math and its impacts. What they failed to address in this horribly vague anecdote, is what the percent drop is, how often and many mobs are farmed, and give any real numbers. And by the way, people are farming 1-2months in this current system and not seeing a drop even with this change.

And now, instead of waiting for 499, they wait for 400 and do the same thing. This doesn’t solve the problem, its a band-aid solution.

Yes, and one question earlier they also said:

Yuri: I see. I see. Then can you tell me – when does this top-down system reset?
P: Haha! When the item drops, of course! :smiley:

Player A drops the item, counter resets, player B gets a big flip of the bird.

1+1 = 2.

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Before the full implementation, after you see the 1st drop, then 2 other drops will appear within 10 kills.

P.S im chatting with my friend + replying to you while im doing my work. So my reply will have lots of edits.

It’s pointless to argue with jynxie08. He is stuck trying to “win” the argument by repeating himself, and not actually reading or understanding the replies.

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That was before full implementation though. The intermediary system we had was a bit too good since it dropped ■■■■ so often.

The current system that’s in game right now doesn’t have this kill frame in which the item will drop multiple times. When it drops, on any channel, on that map, that’s it. It’s then reset and everyone who didn’t get it gets screwed. You can always get lucky and have it drop anyway, but 1/500 is a pretty bad chance. And ingame we’re looking at values of 2k+.

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Yeah, no point going further. I did these tests back then only to see how the new DPK worked, I didn’t need wiz bracelet.
The RNG window he talks about was indeed excessively rewarding (I had up to 5 drops in a row), but now we are on the other side of excess.
Grinding should be rewarding, not punishing. We are getting punished for grinding a lot, while a lucky player might get rewarded with a single kill.
That’s really frustrating.

They should just implement a player/party tagging system to prevent mob stealing and a make DPK personal (if they really want to ease off grinding) on top of a balanced RNG drop system.

Their solution, as far as I understand, is to keep the actual system and add another layer of RNG with a shop with random materials.
That’s bad, really bad.

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It was changed to be channel-based cooperation instead of dropping all items on the same channel. I dont think IMC would be lying and that stupid when they said this. I also used their wording about the changes before to get lots of Battle bracelet, Rapid bangles etc. Someone even said that he got 1 purple HG 315 weapon cube per 2 hours in here. Forgot where exactly did i read that. When many people are farming on that map getting 2 HG purple cubes will be impossible for a 20k DPK item.

I came back when I learned of the revamps and changes, and was very optimistic with the hunting ground changes, especially to DKP. Unfortunately, they seemed to view that as a “mistake” and instead doubled down on the old DKP system. All this proves to me is that they are too attached to their initial idea and could probably be well served by a few college statistics classes. The whole point of DKP is to prevent people from receiving nothing for their effort, however its just a safteynet. DKP doesn’t work as the only loot mechanic.

If they want to make items a low drop chance, and then add a personal DKP where if you kill X number you will receive it as well, that would accomplish their stated goal. This combination guarantees a reward, so at the very least you KNOW you will receive an item after X kills, but also gives you a chance to receive it on each kill, which further compounds the excitement factor for each kill(s).

I definitely have no incentive to play anymore because of this, and won’t.

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They’re not lying. Both players have that 1/300 chance…UNTIL IT DROPS.

And then it resets. Goodbye item for Player B.

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It will drop for both. So there will be no angst. Thats what IMC trying to avoid.

Except that’s not how it works. It drops for player A, which resets the DPK count mapwide and thus also for player B on the other channel.

I mean we could go back and forth like this forever, your word against like…5 others in this thread alone, but hey. Believe what you gotta believe~

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Breaking my rule one last time for you.

No, provide a source, or better yet prove it yourself. All evidence thus far points to no.

Seriously, give us a source.

All of our playing has supported the negative aspect, thus can easily be dis proven with sufficient evidence.

Trust me when I say this, most of us would love to be horribly wrong, since it would be a very very good thing.

We have literally provided pages of evidence. You have provided nothing but misinterpretation of an interview that we all have read.

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