Tree of Savior Forum

["Official" Player Feedback] Change DPK to RNG

They already removed DPK in test server or at least considering to change DPK in the future. If they changed it into 100% random drops, ill stop farming rares anymore. I dont feel like wasting my time knowing the drop is not guaranteed. I said that base on my experience from other mmorpg’s i played. Random drop is horrible. Considering it is an end game weapon, what if IMC changed the mats into 0.01 drop instead? Some orange weapons are indeed easy to get because theyre random drops, like that of crossbow. However its not guaranteed it will be the same if they changed the DPK mats into random drops, it could be 0.01% or much worst. Basically you need to spend weeks of mindless killings to compliment the rarity of the items.

Its either reduced the DPK value or add random drop alongside of DPK. win-win for random drops people and DPK people.

3 Likes

@clockwork95 you mean this? I’ll crosslink my suggestion here.

https://forum.treeofsavior.com/t/the-little-mafia-behing-farming-orange-weapons-mats/350008/14?source_topic_id=350076

Thanks to @Lionly for starting the feedback thread, DPK is something which needs to be changed.

4 Likes

I’m not particularly concerned that IMC will address this issue (or any of the other main issues for that matter), the Talk Talk is more than enough evidence that they recognise all the problems and they’re working to correct them. What actually has me concerned is timeline and speed of implementation. TOS may become a god tier game, it certainly has the potential, but it might come too late. MMO is the genre of comebacks, but even they have their limit. I just hope IMC, especially now that they have the resources, implements these desperately needed changes quickly and begins a more transparent development process so we can at least see where the changes are in terms of implementation.

8 Likes

I’m not saying RNG is the best system neither that it needs to be that low. My last paragraph stated that I prefer better drop rates but harder monsters. In the other topic someone suggested a mix between RNG and DPK, so you can both have guarantee and have your effort valuable.

It doesn’t need to be two extremes, but at least the end-game mobs it CAN’T be dpk. It’s turning into hell this dpk steal competition, it’s either trying 3 in the morning or not trying at all.

Grummer Antenna is % drop so is Morning Antenna.

Only the Mourning tail is dpk.

% drop is on a 0.01% drop and drops about 2-3 per hour. (not counting thau swell extra).

This is 0.01%

I farmed 58 grummer antenna through out 24 hours. on weekends

Where as Caro antenna is 500~650 DPK. and leafnut tail is 500-650 DPK.

Atm you need a oracle + chrono hit squad to farm with thau for fastest time on DPK drops , or it will take an hour > 2 hours just to farm a single dpk drop with the risk of getting sniped and shiet spawn rates + huge maps.

Anyway on new KTEST most DPK are changed to RNG drops at 0.01% or lesser they are testing any way. Give them time to implement a fair balance.

So every kill is a fair drop, imo most of us here prefer a mix.

I think it’s pretty much safe to say that all DPK materials are 425-675 DPK from my experience and others.

Example from my farming sheet for Yellow Leafnut:

(I took a lot of breaks and they’re included into the DPK time.)

Also a Kabbalist C2 might make you able to push Caro DPK quite better because the cloned mobs.

2 Likes

Also remember red mobs spawn on DPK.

1 Like

So far yes about there.

normally is above 500 if it’s a fresh channel. The Max i had was 689 I asked around for most farmer they din’t hit pass 700

1 Like

thats the point most people failed to see. There’s some rares that is RNG 0.04-0.09% that is crazily hard. I killed 2k for 0.04 and 4k for 0.09.

Those are far worse than DPK, spend more hours on them without even know when they will drop.

RNG you will never know when that thing gonna drop. Probably 1, 10, 100 or even thousands and it still wont drop.

the only problem is the low spawn rates or reduced the DPK value.

I don’t think people failed to see that. In the same way you say “reduce DPK value” one can say “increase RNG rate”. Both are flaws from the two systems and usually people only look to RNG because it’s already known from other games. With a plausible RNG rate, it’s more possible to drop as near the end-game you are. But I like the idea of keeping both together.

In the kToS they’re testing something like increasing the drop rate as you keep battling monsters, something like an individual DPK that increase to the RNG. Let’s wait for their feedback.

1 Like

How about a blanket increase of spawn rate as well?

A mix could be better to vary up the maps. Some maps could have a high spawn rate, low drop chance, and low loot, while other maps could have a low spawn rate with high drop chance and high loot. Then also improve the Elite monster mechanic and make them actually unique instead of just spawning in normal numbers everywhere. In general though I do totally agree with you, not that every map has to be Demon Prison, but an increase at least with the current mechanics is warranted.

Yes thank you! I couldn’t figure out where I had read it, else I would have linked what you said. It’s a solid idea IMO. Cheers!

How about having both RNG and character-bound DPK, so in that case you’re guaranteed after X kills with X chance of getting the drop from the mob at anytime :slight_smile:

im sure somebody has said this before

Basically DRNG. Each time something doesn’t happen the % chance of it happening (in this case the item dropping) increases until it is nearly 100% at some point.
Dota employs this kind of RNG and it feels less ridiculous and more fair than pure RNG.

This could also be easily bound to character and if they can’t manage to have it not reset upon map switch it wouldn’t hurt as much at least.

1 Like

I preffer the mix idea that @Queue suggested early on this topic or even the idea that @clockwork95 mentioned (@Nekorin linked the original post in here already)

Pure RNG and Pure DPK have their own flaws which just doesn’t work for most TOS players, so the mix idea seems the best one IMO.
Something that woulnd’t be really viable but would work too is having a personal RNG (or plain personal DPK as someone already suggested) that would go up little by little when u kill a mob until you drop the specific item -and then resets the counter -but I guess that would be way too much work that devs aren’t in the mood of doing it anyway so… >.>

EDIT: As @jynxie08 stated “Its either reduced the DPK value or add random drop alongside of DPK. win-win for random drops people and DPK people.”

1 Like

Don’t replace DPK.
Just add RNG as well to it.
Actually it doesn’t matter because theres no one playing the game anyways.

if any of you guys play crusader quest the dpk+rng system is how they do the drops for legendary heroes in that game. this ensures that a player who’s lucky can get it early but those who have no luck can get the desired item with the right amount of effort. Of course cq is a mobile game so tos may have to increase the requirements before an item drops.

no thanks lol…

This topic was automatically closed after 63 days. New replies are no longer allowed.