It’s not fair to the people grinding for the item because some random idiot can come in and steal the one last kill that drops the item.
It’s not fair to random idiots because unless somebody is grinding for the item they have -No chance- of ever seeing it drop. There is no random drop it’s purely brute force DPK.
and no, not everybody has the same chance to be the one who gets the drop. Again, unless somebody is grinding for the item -There is no chance for the drop- So you have three choices. you’re a thief, you’re grinding forever, or you have zero chance of getting the item.
It’s not fun. It’s not fair. It’s stupid and it needs to go.
Your missing something very important there.
In a pure RNG environment you may look for something with a dropchance of 0.01%, then your chance of recieving this item on your first kill IS 0.01%.
In a DPK environment with a set of 10k kills = 0,01% rng, your chance of getting the item on the first kill 0.01% and increasting with every kill.
Sure it sucks not getting a drop multiple times in a row as RNG would make it possible, but this could be intended to have a maximum existence of items.
And in worst case you will never see the item when its overfarmed, but this also applies to RNG.
And if the item is totally unfarmed, you can be sure to recieve it in a given time.
Supporting RNG I could list:
Is it fair that a group found 2 dark lord cards on directly consecutive kills? Hell no, but surely its fun for them.
Is it strange that there where like a million stormy knight cards? Sure but they are nigh worthless for most players.
And why needed my first MVP card to be an osiris card? Well that speeded up leveling a lot at least …
Supporting DKP:
know it, learn it, USE it.
See some drop right before your eyes? Make a coffe and count to 10, then rejoin the fray.
Dont see it drop in an overly farmed area? Then its equal to RNG.
Farm with a Thaumaturg and or Doppelsöldner to double your rewards.
Control the area and dont farm until necessary.
YES, BE THE THIEF!
You’re missing something important. There is no random drop chance on DPK items. They -ONLY- drop when the DPK threshold is hit. It’s not a mix of two systems, it’s two totally separate systems. More common items have a % chance to drop. Any item on tosbase marked as a ?% chance to drop has -NO SET RATE TO DROP- and is only attainable through hitting the DPK threshold for it.
Point to where I said different?
Actually I am one of those guys who made a video to show how you can use DKP…
Thank you for re-reading.
So again: in worst case your item just dropped and the player dissappeared, there is NO-ONE farming, you have a fresh killcount. Now have to kill 10k mobs which is the average of kills required to recieve a 0.01% drop. Its the absolute same amount.
Not if the kill count reset on maintence.
To me it is just the idea of needing to count kills/worry about timing while also dreading the idea of other players popping into a grinding area that makes this system displeasing. Counting kills isn’t necessary, but the thought of how much progress is being made is always there in the back of the mind.
It is the psychological aspect of this drop system that makes it excessively draining–for me, at least. When drops have a completely random nature to them, grinding comes easily because there isn’t any direct or indirect competition involved. However, others may not feel the same way.
I actually read them all, but with all the small pools of tests people provided, it was still questionable. With given numbers of tests in this thread they happened to be occurring in both RNG and DPK. As I’ve actually collected 3 thara frog cards with 10007th kill, 19893rd kill, and exactly on 30k kill in RO. Still have the Excel file that I made to count back then. And we all know card drop is 0.01% and RO was pure RNG. This result can manipulate DPK as well since the pool of drop results are too small.
Also it’s always good to question something as it keeps everything healthier.
I’ve never intended to look down on anyone or go against anyone. Just wanted to get to the point where everything gets clearer than lots of theory crafting going on. As you can see while reading this thread, many people started with assumption until it reached around late 200th reply. Made the system very well debatable and questionable.
Hey dude have you found a DPK cicle that goes beyond 90~110 monsters? I have tested it with 5 monsters and i’ve got everytime the DPK at this range
You’re missing something important. There is no random drop chance on DPK items.
Point to where I said different?
In a DPK environment with a set of 10k kills = 0,01% rng, your chance of getting the item on the first kill 0.01% and increasting with every kill.
Actually in a purely DPK drop system, you have a 0% chance to drop the item until you hit the DPK count, in which case you have a 100% chance to drop the item. It’s an off or on kinda thing.
So again: in worst case your item just dropped and the player dissappeared, there is NO-ONE farming, you have a fresh killcount. Now have to kill 10k mobs which is the average of kills required to recieve a 0.01% drop. Its the absolute same amount.
Actually it is not the absolute same amount. There is no absolutes in RNG so I could either be incredibly lucky and find 10 of the item before you find it once with DPK, or I could find 0 by being unlucky.
TLDR but IMHO I hope both DPK and RNG coexist in the game DPK being individually say if the dpk drop for x item is 500 then at 500 kills every individual is entitled to sure get it at least that would be much rewarding than the one you guys are talking about not saying its unfair but if you count you’re kills and someone takes the 5000th which is where dpk comes in wouldnt you rage over that kind of scenario?
i believe on DPK exists… i dont believe on RNG on TOS. ive testes too what they done… if u reach the number of kills the recipe/item will drop.
lucky if a lot of you farming and you get one
I’m currently farming for control bracelet recipes, I’m pretty sure its a DPK but I had one drop in my initial exploration through the initial hunt count of 180 Farm Keposeeds for the exp cards so I’m not even sure how many kills it takes the database says its between 190 and 280 kills I already killed 130 and I’m all alone on the map.
Farm Ellum however, drops Demon Staff around every 90 kills. I confirmed it after 4 staff drops, one dropped early at 37 kills (as I was testing the ch 2 for a DPK on it and it seemed to have the skill counter at 37 kills remaining out of 90), and from a silver lucky mob , but 90 kills was consistent every time after that.
Keposeed dropped the recipe at 156 kills. Further Addendum: Farm Keposeed seems to have a true DPK at approx 200-250 kills (a combined total of 500 kills with 3 drops recorded), a guy found the recipe when he came into the map on ch 2 and just killed 30 or so after I killed about 470 total. He gave it to me as he didn’t need it and I was so close to getting it myself.
Further research here seems to point out that Cronewt venom needler drops Hard Verlis Pants every 90 kills.
I just dicovered a very simple, quick and easy test for DPK.
I was farming Saif Recipes from Darkness Anchors at Main Chamber, and I got three times in a row the Saif recipe maybe 20-30 kills after a Cone Pike Recipe dropped. I was even able to predict the drop of the second and third Saif recipe - roughly as I didn’t count exact numbers between Cone Pike recipe and Saif recipe. Both recipes are listed ?% at ToSBase.
So this is very easy to test for everybody, as the Darkness Anchors spawn at a confined area in Main Chamber (big top left room) and its therefore easy to control that you are alone.
For my part I’m now 99% convinced that DPK is real. Would be great if others could confirm with this really easy and quick test.
DPK is real, I got a Hunter Bangle recipe in my 384 kill, a very similar number that the people post in TOSBase
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Here’s the proof:
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The recipe:
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TOSbase link:
http://www.tosbase.com/database/items/602107/
I’m not a drama queen but, if I leave this game one day, DPK was one of the principal reasons to leave to playing.
What a terrible drop system, IMC. Can we get an answer of this in your next Q&A? So, taking advantage of all the sense of humor of this Staff.
I don’t understand why you guys are so salty over DPK.
What’s the difference between getting a drop once every n mobs instead of roughly once every n mobs ? Not enough roulette for you ?
(As long as the DPK threshold isn’t too high, ofc)
You’ll probably be salty if you’re one of those who farmed infroctors for boater and when you’re 1 mob less to that dpk count someone suddenly gets the last hit, alt f4 RIP TOS never again.
If it’s RNG+DPK /per character/ then that’s okay, but it’s dpk per channel and it actually hurts some farmers too knowing bots are around
Isn’t that different from RNG.
In RNG, bot can kill the “RNGed Boater” mob.
In DPK, random player can kill the “DPK Boater” mob.
Both are randoms. RNG is just more random, more “roulette”
And this is why people are salty, because you worked yourself to get that DPK count then some random or worse, even a bot could get it.
Yeah knowledge hurts, truth of life.
If they can’t cope with having to farm 200k Infrorocktors instead of 100k, maybe they shouldn’t have started farming the Boater in the first place…
It’s not like they could have been sure to drop the Boater in less than 200k rocktors in a pure RNG system…
DPK is not a bad system IF it is implemented properly…
Right now, it just ruins the experience.
As if the low spawn rate and reduced channels weren’t enough, you have to pray that no other player is on the map who could RUIN your efforts. It makes you hate other players for their existence.
It should be like this for DPK items:
- has a low change to drop on every kill (RNG)
- has DPK for your character, not per channel
- DOES NOT reset on maintenance or channel crash
If it was implemented like that, most people would be happy because your efforts can’t get stolen by a random player.
Tagging the Staff to help this topic get more attention
@STAFF_Ethan @STAFF_Amy @STAFF_Max @STAFF_Ines @STAFF_John