Tree of Savior Forum

DROP TABLE - question

I hope the drop table will be transparent not based on luck like many bad games i’ve played before.
Luck based will be the hell to many players.
a % should be fine in my opinion since you will know how many of something you will have to deal with.

2 Likes

% is same as luck.
It can be 1% chance to drop something, but that wont mean you will drop it every 100 monsters you kill.
You can get it on first monsters or kill 500 and never drop anything.

Yeah, I’m also in the dark here. They look the same to me.

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Any kind of drop system better than Diablo’s is welcomed. :blush:

man i thought you were talking about sql commands. well I like when the community has to work out the chances, but I would be also okay to get the information somewhere

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My exact first thought here was sql injection lol.

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For example what is a % and what i meant with luck.
Runescape :
theres no 1/100 or 1/1000 drop. There iss a common/uncommon/rare table, where someone will grind one item foreverm while other might get several in minimal attempts.
I saw a video where a guy killed 10k of a dragon there with no sucess of the wished item.
While playing with a friend i saw him getting 2 of that item in less than 100.
So that was totally bullsheet.
A transparent drop rate i meant that we could know what are the odds/chances of getting a desired “item” or “thing”. Just like lineage/ro/pw/hero online…

Proper wording is important.

What you want is a FIXED LOOT TABLE. So each creature/monster has items it can drop based on your luck or as we call luck in math percentage.

For example what is a % and what i meant with luck.
Runescape :
theres
no 1/100 or 1/1000 drop. There iss a common/uncommon/rare table, where
someone will grind one item foreverm while other might get several in
minimal attempts.
I saw a video where a guy killed 10k of a dragon there with no sucess of the wished item.
While playing with a friend i saw him getting 2 of that item in less than 100.
So that was totally bullsheet.
A
transparent drop rate i meant that we could know what are the
odds/chances of getting a desired “item” or “thing”. Just like
lineage/ro/pw/hero online…

Oh so you want a SCALING FIXED LOOT TABLE so if you kill more monsters you chances of getting the item goes up?
What you’re asking is really hard to implement to be fair. From a technically standpoint. A work around would probably be an item exchange so only the items you looted (not bought) can be exchanged by some NPC for the wanted item.

Poor little Bobby drop tables…

@mewka
Sorry, i’m bad at this, but i think you know what i meant.

Like, if an item is 1/1000 and you are unlucky enough to kill 1k; <- you will be sure that when you hit at least 1k monster you will drop that. Understand what i mean ? Not just grind forever and try your luck.

I even saw a game (can’t remember right now) but the game drop was based on player rates. If the game was crowded you would get much less from monsters, and if there was almost no players online, the loot would be far much more generous.
(which is ridiculous because not everyone can login at the same time as others)
(by the way how to a quote someone’s else text ?)

well…suggestion might sound dumb but why not increase the chances for the drop depending on how many mobs u killed? like for example kill 100 mobs without getting the item and the % increases from 10 to 15 or something and then resets when u log off or got the item u wanted.

or it shud be a feature where u can open a menu and look at all the mobs and their drop table and u are allowed to wish for an item 3 times every 2 days so if u kill alot of the mob and still din’t get the wished item the percentage increases till u get it or log off then the wished item mark goes away.

ofcourse its just a suggestion :confused: