Hi there,
I don’t post very much on the forums but I’m an avid reader of it. I would like to contribute to this discussion in particular since I think it’s one of the major reason why players could leave the game for a while.
There are a lot of other factors but here’s how I would INITIALLY increase the RNG factor of the unluckier players.
INCREMENTAL MF SYSTEM
Problem Analysis
Avoid Reward’s Clustering Illusion for players, mantaining relatively stable important factors like:
- Personal Magic Find ( who worked to have more should be rewarded accordingly )
- TP Economic System ( Markets have to be mantained stable as far as possible )
- Items’ Value ( Precursors still have to be very rare items, like items’ exclusivity in general should stay the same to avoid the “no reason to play more” problem )
- Items’ Acquisition ( particular items have to be still gained in the proper way for those that are dedicated to certain areas of the game, like Fractal Weapons and Ambrite Weapons )
Solution Proposed
My initial approach to this Problem is to have an incremental MF factor for each RNG loot that does not gain an exclusive loot. In particular, most sought items are T6 Rare Materials, Rares and Exotics ( I’ll call it Jackpot Loot from now on ). I would apply a system that would work like this:
Example:
Player opens a RNG Loot which has a Jackpot Loot Chance
- Condition A: he doesn’t get a Jackpot Loot
- an hidden Unlucky buff will add a stack
- if the Unlucky buff gets to 100, a visible stack of Bonus Luck buff will be given to the player, which increases its Magic Find by X - Condition B: he gets a Jackpot Loot
- both the Unlucky buff & the Bonus Luck buff will be removed from the player
Possible Issues
- Jackpot devalued: I don’t study economics but if there will be a devaluation, it would not stay there for a long time since the system is granted for every player and the RNG factor would leave the supply on a stable level after a while. It’s a matter of the lesser evil: unsatisfied players that could stop playing and provide to the market or slightly devaluation to grant a more contributing playerbase?
- Rares supply: Rares are not too hard to get, especially counting World Bosses, but would they be too much cheap? I think this problem could be adjusted by just working on the MF value provided by the Bonus Luck buff or by the number of stacks needed by the Unlucky buff. Also the Devs could hide these numbers if for any reason they think it should be not known by the player. This point is also compatible with the possible Precursor Supply Issue.
- Veterans not rewarded: MF was reset when it was deleted from Equip Stats without counting players’ age. Also MF can be increased through the Ectos, more affordable with this system. This means that MF must and should be the most important factor for Jackpot Loots over the age of the player.
- Technical Implementation: It should not be a player’s concern, but this system just uses almost the same in-game system for the kill-based sigils, and on certain extent it’s almost sure that there is a Loot Check already with the new Collection System. Implementation of this System should not require entire new Systems. Optimization could be then only problem.
- Unwanted Drop: A player could get an unwanted Jackpot Loot while playing an area of the game where it’s not interested in. For Example: getting a World Boss Exotic between Dungeon runs. This problem is not solved and should not be considered since the System is always active and the Jackpot Loot still has its own value.
Most Wanted Drops
Case by case, here’s how each particular drop will be influenced by this System and could create new advantages:
- Precursors/Most Wanted Exotics: Players will feel to have more chances to gain them gradually playing the game. Also they will at least get a Jackpot Loot which still has value on the Market, making them more invested in using the TP.
- Fractal Weapons: Problem potentially unsolved, unless this system will count these weapons in the Jackpot Loot, which could solve most problems with it ( especially ring drops ).
- Dungeon Chests/Ambrite Fossils: Still Exotics wanted by the players. The more you play that area, the better you’ll get by time.
- PvP Drops: PvP Bags should already have increased Loot Chances, or if not they should have since it would equilibrate with Pve more frequent Unlucky buff stacks.
This is my idea about this particular topic, let’s discuss how to upgrade this idea of mine or let’s get a better system to improve everyone’s experience without damaging the Economic System.