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Drop Distribution

66 replies [Last post]
Sat, 04/09/2011 - 10:05
#51
Franpa
Legacy Username
Because that would require

Because that would require them lowering the drop rate as a whole and would completely demolish the Trade aspect of the game.

Sat, 04/09/2011 - 22:11
#52
Franpa
Legacy Username
http://forums.spiralknights.c

http://forums.spiralknights.com/en/node/2283#comment-14940

My bad, that system wouldn't work either. I realize the problem is that in a system that dictates who gets what based on both the order specified by the current Round the Robbin sequence and when the item is picked up, players who have already received an item can exploit it by collecting poor quality items until the next Round the Robbin Sequence begins giving them a chance to get the good item. Such exploitation is only possible when more items then the current Round the Robbin sequence logic is able to dictate are present.

A solution is to change it from "a system that dictates who gets what based on both the order specified by the current Round the Robbin sequence and when the item is picked up" to "a system that dictates who gets what based on both the order specified by the current Round the Robbin sequence and when the item is dropped".

If the logic is applied when the items are dropped rather then when they are picked up, players can't exploit or game it. This allows the original proposal of a randomized Round the Robbin sequence to function perfectly. A player who has already received an item, can no longer collect inferior items to have a chance at a good quality item as all items are already distributed, just waiting to be picked up.

Sun, 04/10/2011 - 10:25
#53
Evning's picture
Evning
not sure if this has been suggested

let players set what they prefer to get so the chances of items going to ppl who dun need them becomes nil?

and if more then one players is interested in the item, everyone gets a turn?

otherwise, rolling for it is fair too..

Sat, 04/16/2011 - 13:26
#54
Capitrium
Legacy Username
Choice is important

Why not set the default looting behavior to random, and have a system where each player in a party can 'vote' on their preferred loot behavior (think 'Leader Chooses', but everyone has the ability to choose). The loot behavior gets set to whichever one has the most votes, with situations where two or more loot styles having the same number of votes result in using the default loot system (ie the current system).

Being able to choose between styles has the advantage of keeping the current system (which most people seem fine with), while giving a player who is on a bad luck streak the ability to essentially remove luck from the equation entirely. It also gives parties of friends/guildmates the ability to share their drops equally if desired, or for parties to take pity on a particularly unlucky party member.

However if one player is particularly unlucky, it stands to reason that the other players in the party are each luckier by a proportional amount. Thus, the 'lucky' players would likely set their loot styles to random and the unlucky player would be SOL. Obviously it's not a perfect solution, but I think it would minimize the amount of complaints on the perceived fairness of the loot system.

Sat, 04/16/2011 - 15:15
#55
erogath
Legacy Username
It would probably just lead

It would probably just lead to inability to form groups and the choice would paralyze the whole ordeal if a group can't agree on one system. I really don't care how the loot is distributed as long as it's reasonably fair, be it random chance or round robin. If I want mats I'll farm them solo.

Sun, 04/17/2011 - 05:54
#56
celery
Legacy Username
If the logic is applied when

If the logic is applied when the items are dropped rather then when they are picked up, players can't exploit or game it.

Back when the default distribution was Round Robin, this was actually how it worked. You couldn't game the system by picking up items in a certain order. You could of course try saving the high-value kills until when it was your turn, but that's a lot harder and much less reliable.

Just popping in to note this; I don't have any serious complaints about loot distribution myself.

Mon, 04/18/2011 - 10:26
#57
Shion-Sinx's picture
Shion-Sinx
IMO

i still dont see why ppl complain about a random round robin system.

the 1st drop comes to a random person, then the second to a random person excluding the one that alredy got an item and so forth.

yeah, its extremelly frustrating see, in a party of 4, someone getting 5 drops in a row. and they still want ppl to have fun?

at first you may think 'ah, someday i ll get this 5 drops in a row'. but its random, so this day might never come. you may pass your whole gametime getting 2~3 drops while the rest of the party get 10+ each.

just removing the person from the random distibuition after it gets a drop solves 90% of the drop problem.

also, giving a copy of the item to everyone (instance drops) dont need to change the drop rates, just the mat u need to craft. put a x3 in the amount of items u need to craft everything and its done.

5x item 1, 2x item 2, 3x item 3 for a recipe?

put it in 15x item 1, 6x item 2, 9x item 3 and give everyone a copy of it in the dungeon.

Mon, 04/18/2011 - 10:59
#58
Coriakin
Legacy Username
The system is currently fair,

The system is currently fair, the only problem is that it just feels bad to miss a bunch of drops in a row. I wonder if it's possible to just make it less apparent who won what?

It sort of reminds me of the huge uproar in WoW back when you got a message when someone was inspecting your gear. Rather than removing the ability to see what other people were wearing, they just took out the notification and the complaints went away. :P

Mon, 04/18/2011 - 11:32
#59
Shion-Sinx's picture
Shion-Sinx
i think

@Coriakin? if you are missing a lot of drops, theres no 'fair' with it.

@RamuneDrink: then again, if the one who doesnt picks it up gets it, still unfair as u said, cuz the person that knows about it like u ll just dont pick up anything and get lots of loots. and probly u ll get even that single one that some1 picked (lets say, the only thing the person wanted).

and yes, i agree with you, they might forget that players are human beings and they WILL feel bad/sad/depressed with the game, even if its for a short time. that might be time enough to just go for another game where it can simply kill a monster and no1 else ll be able to get its drop but itself.

Mon, 04/18/2011 - 12:26
#60
Coriakin
Legacy Username
wshion, pure randomness (if

wshion, pure randomness (if that really is what is happening) is fair. In the long run, and when you look at the big picture. Or to put it another way, it's equally unfair to everyone. To individual players and in individual moments it can be very unfair, though.

Mon, 04/18/2011 - 13:30
#61
New-Dusk's picture
New-Dusk
Or,

You pick it up, you get it. Seems simple enough to me!

Mon, 04/18/2011 - 14:59
#62
Path
A big issue with the current

A big issue with the current drop system is a sense of ownership when you see an item drop.

When the item first drops, it is "open" and if it is something you really wanted, you tend to think "If only nobody else was here, that would go straight to me." If instead, the item's ownership was rolled when it was dropped, and the item was emblazoned with the winner's name, it might feel less like theft and more like the random luck it is supposed to emulate.

Even when soloing you would have to slap the person's name on it, to be consistent, but this seems much more like a simple psychological issue than an actual gameplay design flaw.

Sat, 04/23/2011 - 11:04
#63
Shion-Sinx's picture
Shion-Sinx
@Coriakin

this 'in the long run' doesnt works here. if its really purely random, then u might got less than 5 drops while all ur mates get 10+ each. and as it is random, u might NEVER get more than 5 from 40 drops.

Sat, 04/23/2011 - 14:45
#64
Softspoken
Legacy Username
Breaking streaks, not the system.

My only vote on this issue would be to gradually skew drops away from people who have recently recieved them, and towards those who have not, within star tiers. Every time a person gets a material, they get a -6% on the next drop of the same star value, with that 6% being distributed to the other two or three people in the group. That way if a person gets three drops in a row right off the bat (Very unlikely with this system), they only have a 32% / ~15% / 7% of getting the next drop of that star level (in a group of 2 / 3 / 4). It shouldn't change the total distribution, and I don't think it could be easily abused, but it would make a player getting a 'streak' of about 4 drops in a row much less likely.

Of course, this might be the way it already works, but I doubt the percentages are as high as described above. I chose 6% because it's evenly divisible by 2 & 3 and made the math easy for me, there's no other reason.

For the record, I really haven't been having trouble with this. I get winning streaks, I see others get winning streaks, I get losing streaks. It happens.

Sat, 04/23/2011 - 16:45
#65
Nodge
Legacy Username
:| I really hope the

:| I really hope the developers are working on changing the system. Just this moment had a whole floor in which I didn't get anything. 1 person got all the 4* and a 5* Shadow Steel. That 1 person then left the party to leave us to fend for ourselves.

Sat, 04/23/2011 - 17:56
#66
Raul
Instanced loot=no problem and

Instanced loot=no problem and everyone is happy

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