Hi Anet, a lot of the community are complaining about the rng based systems for drops on event based skins, such as the molten skin weapons and the Screlite weapons. I have thought up of two alternative systems which are still rng, but will however provide a fairer chance to players, without resulting in lower sales.
Currently the rng system means a player can open their first crate or chest and get a claim ticket for a weapon skin, others however may not get it until their 100th. This is a very unfair system, although it does mean players will buy gems it results in a very low customer satisfaction when they get mats only worth 20s in total.
Here are two suggested systems which won’t reduce gem sales, but will result in better customer satisfaction.
System 1 Luck Increase – At a default of 0 crates/chests being open the player has the same chance of getting a ticket as any other player, after opening x amount of crates/chests the player is x% more to get a weapon claim ticket. After the player has a weapon claim ticket, the “:Luck Bonus” resets.
Here is an example: after the player opens 10 crates with no weapon claim ticket, the chances of them getting a weapon claim ticket increases by 10%, once the player has opened another 10 the chance increases by another 10% up to a cap of 50%. If the player receives a ticket, put this bonus back to 0%.
System 2 Many Tickets – Rather than having an exceptionally rare single ticket from crates or chests, have more common tickets that drop. However make it so the weapons require 25 tickets for example to exchange them for a skin. This will result in greater customer satisfaction as they’re likely to receive something back, if a player is already half way through achieving a weapon claim ticket, they’re far more likely to buy gems for a “shortcut” rather than farming in conventional ways.
Oh also with regards to the unbreakable harvesting tools, could they be made permanently account bound? Rather than soulbound on use, all harvesting tools are account bound only, why should these be any different? If they were permanently account bound more players are also likely to invest gems in them.
If you like any of these systems, or if you have any suggestions to better improve them please leave a like and a comment
If an Anet employee reads this, please pass it on as a recommendation,
Kind Regards
Kehza