Let’s [quote=“thebloodyaugust, post:19, topic:360394”]
if your the unluckiest person ever. the drop % increase every kill . Its possible to need to kill 20k but unlikely.
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Even if you get lucky and get your drop at 25%of the total DKP, that’s still 5000 ■■■■■■■ mobs you’d have to kill by yourself.
Personal DPK is bad. Forces you to stay on the map and gives partys a far too strong boost. It’s not like I would be against it but in general that’s most likely not intended.
Well no because under a good map-wide system with an increasing % drop like under mentioned e-function then with multiple persons the DPK drops often. Often enough that’s fun who gets it instead of frustrating that you lose something.
When dpk is not personal i find it frustration when i hit the dpk number knowing and not get the loot. meaning someone else got it. Worst drop system ever personal or % drop rate would be better.
Not true. Your making the assumption that the dpk starting % is the same the % drop rate would be. If they moved to a percent system it would likely be a higher % not the bottom line.
5000 mobs isn’t that big of a deal, HG have decent mob density. I’ve definitely killed over 5000 mobs already. I killed 13,000 brown colimens for my Terrallion, and 3,000 red dawn maidens - which have terrible mob density - for my Phada. We’re talking about 315 purple weapons which are second only to the double practonium weapons. In fact, for swords it’s questionable which is better since you can get 4 sockets on HG swords. The bigger problem is obviously that it’s totally random what you get, and then you also have to ID it for sockets, but at the very least most of the weapons you get can just be traded to someone else for the one you want.
Now THIS is an awful idea. First of all I hate untradeable items out of principle - even though I tend to farm most of my own gear - but we’re talking about completely random gear here, making it untradeable would be awful. You could kill hundreds of thousands of mobs without ever getting the weapon you need.
The problem is still that it makes you ‘compete’ with other players. If it’s just random, it’s entirely fair no matter what - you can get ‘lucky’ or ‘unlucky’, but it’s still just a roll of the dice for everyone. With DPK, over a large sample size the person who is killing the most mobs will probably be getting the most drops, but you can easily spend all day killing mobs and just lose your drops to people who run by and kill a handful of mobs at the right time. It is still inherently unfair, whether the number is set or variable.
You have this. After just some kills the 0.2% drop chance is reached. It’s just that there won’t be long time intervals without drops. It’s fair and guaranteed. It’s the same with usual RNG. Someone might just have more luck than yourself. But compared to full RNG the difference between huge luck and small luck isn’t as big.
Each monster every player kills increases the general drop chance which means if different people kill the same speed the chances will always be the same (will very little difference but this doesn’t matter) for everyone.
Though I see no problem in removing DPK system and balacing RNG system overall. I mean, why don’t they make maps with instant mob respawn and give an ok dropchance for items?
Nah, you didn’t quite get the point. or the fact that it was more of a joke (as no company would implement such a thing where you can, for yourself, switch the loot style )
But even if it was implemented, you’d probably sing its praises after a month or two. We’ve already seen a game implement a method like this, and the exact same thing happened there. That’d be Diablo III, which moved from ultra rare drops to very attainable, but untradeable drops. The result is that a game that was at launch, considered completely broken, turned into “really quite good” in the player’s perspective, because a system like that lets everyone farm their own gear leisurely at their own pace, without horrible drop rates or the like.
“You could kill hundreds of thousands of mobs without ever getting the weapon you need.” simply doesn’t happen there, because it’s tuned well.
It’s quite a brilliant system, but IMC wouldn’t be as bold as Blizzard can be and risk a major change like that. They don’t have the money to risk it, for one. It’s a really fundamental change.
At the end of the day, loot systems rise and fall with their tuning. DPK could be great with sane values, for example, just like a % based system can work if the drop rate is high enough. The issue is the prevalence of “20000 DPK” values (or 0.01% droprates).
First of all, what they essentially have done is make tons of items a .1-.01% drop at 1/1000DPK or 1/10000 DPK.
In fact, hunting ground rare cubes are a 0.005% drop at 1/20000 DPK. (That’s rarer than cards in ragnarok).
Since DPK count drops as you kill, you only double that chance to a measly .2-.02% drop after half the kills. You won’t even hit a 1% drop until you get within 100 kills of the DPK value.
Furthermore, if another player gets “lucky” his system punishes everyone else by resetting that DKP number for everyone. Each drop that player gets literally means someone else’s efforts up to that point were pointless.
Players just want their effort and time to not be wasted. Sharing DPK invalidates that effort.
*Footnote: they made it harder to kill as fast in the new hunting grounds with the update, which makes it ever harder to hit those kinds of numbers.
Diablo is fundamentally different from ToS, though. We’re talking about basically having a bunch of random gear that you can’t even use and attempting to get literally one weapon from that random gear. In Diablo-like games you’ve got shitloads of randomly generated gear (and the occasional unique or whatever) and you’re just looking for something slightly better than what you have.
If ToS used a diablolike loot system I’d maybe agree with you, but I still think untradeable items is really bad in general. ToS used to have lots of untradeable items and it was garbage. Things like Didel Grand Cross were untradeable - a weapon that is from an RNG cube and that is only useful for one possible build out of hundreds. That’s just bad design.
I may be misunderstanding you but the current system (the one described in the interview post) is already better than this. Since it’s not DPK but “Top-Down”
To my understanding, the current formula is p = 1/(DPK-Kill Count)%
This means that the item is guaranteed to drop when the kill count = DPK
As an example, assuming the DPK is the same and large, after killing DPK/2 mobs:
If p = 1/DPK% , then statistically the probability of a single drop out of all the mobs killed is approximately 30%.
Whereas for top-down, p = 1/(DPK-Kill Count)% then the probability of a single drop out of all the mobs killed is approximately 37%.
I like it but that still leaves us with the recipe problem.
Uhm no. You actually didn’t read the OP correctly.Especially take a look at the number example if exponential functions are new for you.
The current system is pure hell btw. That top-down stuff is complete ■■■■. With the current 1000 DPK system on orange mat drops it takes 900 kills to even reach 1% drop chance and after 950 it’s 2% and anything before 900 barely matters. That means it takes about 4 hours of killing Leafnuts until someone else gets your drop.