New RNG system...could it work in GW2?
This would be nice. If they did it, and I asked nicely, I wonder if they’d back date it to six months after Doac was released. That’s when my poor RNG luck commenced lol. Maybe they could on-charge to EA Mythic.
Would you like some hard cheeze with your sad whine?
So you just have to stay online? No? So you just have to massslay enemies? Also no? Sadly this won’t work :/
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Seems exploitable
Currently playing Heart of Thorns.
Team Fortress 2 has this system currently(changed when standard RNG left players w/o drops for months) rather than rolling for a drop you roll for how long before a drop.
I think this can be used in an MMO but it cant be used with time being the only factor(as the afk factor will give you, and such the reason why people idle in tf2)
It would have to do is some combination of time and drops. Like after 100 drops and two hours it increases your drop chances.
So you just have to stay online? No? So you just have to massslay enemies? Also no? Sadly this won’t work :/
It works on drops, so afk’ing gets you nothing…you after be doing something active that results in drops.
Don’t get the massslay enemies…if you slay aload of enemies then you have your normal drop chance, you can be lucky/unlucky. Just if your unlucky 10 hours+, chance starts to favour you.
Seems exploitable
Farmers and Botters would love this. We do have diminishing returns for a reason after all.
As for tweaking the probabilities in RNG, well it’s interesting. More interesting is why. The issue seems to be players want to get more out of their time. This could indicate perhaps that the loot system is fundamentally flawed since by it’s nature the loot system works on RNG (to a certain extent) in all MMOs. But what is the alternative? We either modify RNG like this (you do know this is Pavlovian correct? Literally, they’re conditioning you with this system), or we create something like crafting. Not crafting exactly, but conceptually similar. In crafting you know what you want, you know what you need to get it, and progress toward that thing is easy to track. Now obvious loot would use different mechanics but in essence it could be similar, kill X number of mob Y to get item Z (although this is in essence pure grind).
Seems exploitable
Farmers and Botters would love this. We do have diminishing returns for a reason after all.
i hate this game for that. They kitten over EVERYONE to hurt bots. Instead of actually going out and doing bot whipes from the most common places in the game. They instead introduce a system that makes the lives of players terrible. kitten drop on top of kitten drop is all that is in gw2. Its so random that someone who never pves goes to pve from spvp kills 1 mob and gets a precursor. Where as someone who has been in pve since release and over 4k hours hasnt had anything close to that.
This system in the game currently is stupid. It hurts the active community in order to combat the bots. This is the total wrong thing to do and people have been trying to get them to change it since release. But stupid as it may be no one in anet cares for fair drops.
End of the day they just dont care and would rather kitten everyone over to make it harder for bots to get drops.
Seems exploitable
Farmers and Botters would love this. We do have diminishing returns for a reason after all.
Yeah, farmers and botters would really, really love getting a good drop only once per 2 hours.[/sarcasm]
Remember, remember, 15th of November
End of the day they just dont care and would rather kitten everyone over to make it harder for bots to get drops.
Okay you seem to misunderstood the purpose of the thread, we are not talking about diminishing returns, we are talking about the nature of RNG drops.
Currently playing Heart of Thorns.
End of the day they just dont care and would rather kitten everyone over to make it harder for bots to get drops.
Okay you seem to misunderstood the purpose of the thread, we are not talking about diminishing returns, we are talking about the nature of RNG drops.
im not talking about DR.
I do think that DR has some things to do with it, but the mechanics could be combined to solve any problem.
A good system would be that for every ‘bad’ drop you would gain 1% MF. So 100 bad drops means 100% extra MF. If you hit for some reason DR, then you would loose all benefits.
The issue is imo not that people are unlucky in RNG, but more that the game has a bad way of valueing good drops.
For example:
A vicious fang is a fine (blue) drop and doesn’t count as a valuable drop (magic find will not increase the chance of dropping this for you, and might even very slightly make the chance smaller). This item cost currently on the TP 37s
A pile of putrid essence is a rare (yellow) drop. So it counts as a valuable drop (magic find will increase your change of getting this). This item cost on the TP 2s.
Keep in mind they are both off the same level (level 80+ drop).
To fix this, the system would be changed big time. Seeing how the in house economist is currently protecting the interest of traders and at the same time neglecting the needs of the actual players I don’t see the very needed changes in the economics off this game happening.
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To fix this, the system would be changed big time. Seeing how the in house economist is currently protecting the interest of traders and at the same time neglecting the needs of the actual players I don’t see the very needed changes in the economics off this game happening.
let me say that i extremely agree with this being a serious issue…..
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
“I’ve played over 3,000 hours on my main. Where’s my automatic streak-breaker precursor?”
Its the 1st time I personally have seen any developers trying to counter bad luck with RNG in any game. So far all the developers effort in any game involving RNG has been to restrict good luck and to stop them getting rewards too quickly. Which often leads to players becoming disenchanted with the game because nothing good ever drops for them.
Actually, this is exactly what dungeon tokens are for – you get the possibility of drops from the chests, but you are assured of an Exotic after every X runs.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
No.
This is a grinding game.
We don’t need a system where you get lucky every 2 hours or whatever. They just need to fix the drop system here is all. Remove all weapon/armour drops from mobs perhaps except for special cases where it is special loot from them.
Jeez I had trouble yesterday just trying to farm 20 rugged leather from mobs because I was getting either no drops (up to 10 kills in a row a lot, wtf is up with that!) or getting level 80 weapons/armours that I can’t even break down into the leathers I need. Never have I played a game where the drop system works against you instead of for you…
(edited by Paulytnz.7619)
It would be not easy to decide what is a “bad” and what is a “good” drop. It all comes down to personal demands. Which is a “good” drop for me, may be a “bad” one for others. Moreover, a higher droprate of formally “better” items would probably decrease its price on TP, making it a less “required” drop on the long run.
I think Mercury is right in saying that valuing items is pretty bad in this game, but it is as much fault of the playerbase as that of the game. Keeping his example: a vicious fang, though a fine item, has higher demands, as it is needed in crafting legendary and other high value items, whilst a pile of putrid essence is not so much, though I am sure the droprate of the former is still higher then the later.
I think the current MF system works fine with that. The higher MF you have, the better chance you have for a rarer item.
It would be part of resolving the issue, however simply changing that won’t be enough. The entire econo-looting system needs to be redone in this game.