This is part 2 of a 2 part series, this is the link to part 1.
One of the major gripes of random drop rate systems is that there is a chance where you will never get an item with even a 10% drop rate (it is low but you can be that unlucky). Count based system counters this by guaranteeing you to get an item after X kills; while preserving the overall drop rate. I am confident this the reason why a count based system was developed.
However the implementation of a non-random drop system poses questions on fairness. The Pokubu I killed and you killed isn’t the same Pokubu - but there’s no way to tell from game graphics alone (like a blue / silver / gold mob).
So what should we do? There’s a few options each with pro and cons.
1) Revert to a full random RNG based drop mechanic:
Pro: Fair
Con: Some people will be more unlucky than others (but statistically averages out). Goes against developer’s original design goals.
2) Maintain the current system:
Pro: None
Con: described in part 1
3) Save the DPK count over server maintenance while maintaining the current count based system
Pro: Fixes the problem of 0% effective drop chance problem due to counter reset.
Con: Still exploitable for people who keep track of kills/hr of each channel and knowing when the last item dropped. At least they don’t get a free information point every time the server resets.
4) Make DPK count player specific
Pro: Fair
Con: Might take away the random excitement of dropping a rare item (you know when it’s coming). Also lowers the effective drop rate of the item, because not everyone is going to hit the critical DPK number to drop the item. Finally parties will not be able to speed up your farming rate - as your friends will also need to meet their DPK number (although when it drops, you get 2 or more at roughly the same time).
5) Make DPK count party specific (solo players will follow the system described at point 4)
Pro: Fair (?). Encourages party play. Speeds up DPK count in a party, 2 people will advance 2x and 3 people 3x etc.
Cons: Parties are not static, how will it be implemented? Will every party get a DPK count reset? How about outstanding DPK count when the party breaks? how will it translate to individual DPK count? If party count is simply given (overwrites the individual DPK count), then it essentially multiplies the drop rate.
6) DPK resets with at a random starting point (initial seeding)
Pro: harder to exploit, guarantees drop after a certain maximum DPK count
Con: drop rate becomes variable, and proper mathematics will have to be done to estimate the targeted overall drop rate.
7) RNG with a pity counter (e.g. RNG until you hit 10,000 kill which guarantees a drop)
Pro: Fair system, guarantees drop after maximum DPK count. Friends will be able to help.
Con: drop rate becomes variable, and proper mathematics will have to be done to estimate the targeted overall drop rate.
Personally I favor solution 7. It achieves both fairness and the developer’s design goal, and will be much easier to understand than solution 6, although 6 & 7 are actually similar in nature.
Dropping items is one of the most important mechanic in an MMO. Implemented correctly and you have a game that offers significant fun / reward for players. Implemented incorrectly and no amount of features will keep you a functional player base.
I consider this a Priority No. 1 critical fix. i.e. More important than perfect refine exploit, multi equip exploit, party quest bug. This is because this is a fundamental game engine that is decidedly unfair. It is a system where no active exploit is needed to make it unfair for other players, as it in itself is an unfair system.
I think I have covered most of the possibilities. However please post your comment for which solution you think is better, or if you have your own suggestion for the design team, post them below.
@hkkim this is the first time I tagged you to read my post. As I think it is critically important that you understand the severity of the design choice your team has taken. Please reconsider your drop system in place and implement something that is far less exploitable.