MoloToha

08-13-2014, 01:41 PM

Hi, guys, I thought a bit and came up with a little locked suggestion. Let me start with an example.

Imagine that there is a very rich guy Bob. He wants to open some lockeds for a new Arcane Fossil. Also, there is a smart guy Billy, who knows locked crate loot table and can name an exact chance of getting a certain item (Arcane Fossil in particular). Bob decides to celebrate his salary by opening 10000 lockeds. He contacts Billy, who says that Bob will get X fossils from 10000 lockeds based on odds. Bob opens 10000 crates and gets exactly X fossils. Bob is satisfied with results and wants to open additional 10000, but unfortunately, his wife finds out that he spent their family business money for some pixels and takes all his remaining cash. But Bob has some dollars stashed under his mattress. He counts them and realizes that he is able to open only 1000 lockeds. According to Billy's information and common logic, Bob knows that he will get X/10 fossils from 1000 lockeds. He opens them and gets nothing. Bob doesn't know that with less number of rolls, the results are much more unstable, he can get nothing as well as double amount.

That's why I suggest to stabilize loot drops by changing standard mythic/arcane loot with mythic/arcane pieces, which should drop more frequently than gears (also, they should be tradeable). Then, players will be able to craft gears with these pieces. For example, helm should be crafted with 20 pieces, armor with 25, ring with 30, amulet with 10, and so on. Mythic pieces should drop with 20x higher possibility, assuming that helm will cost 20 pieces (Actually, less than 20x, but I can't name the exact multiplier without knowing exact odds on mythic item). Arcane pieces should be implemented in a similar way. It will solve 2 problems:

1) Poor players, who open 1000 lockeds and get nothing;

2) (Too) lucky players, who get Samael from 1 locked.

Why? Because poor player will be likely to get some mythic and arcane pieces (and sell them), and lucky player will get nothing (maybe, a mythic/arcane piece if he is very lucky).

I hope that you've got the point.

Imagine that there is a very rich guy Bob. He wants to open some lockeds for a new Arcane Fossil. Also, there is a smart guy Billy, who knows locked crate loot table and can name an exact chance of getting a certain item (Arcane Fossil in particular). Bob decides to celebrate his salary by opening 10000 lockeds. He contacts Billy, who says that Bob will get X fossils from 10000 lockeds based on odds. Bob opens 10000 crates and gets exactly X fossils. Bob is satisfied with results and wants to open additional 10000, but unfortunately, his wife finds out that he spent their family business money for some pixels and takes all his remaining cash. But Bob has some dollars stashed under his mattress. He counts them and realizes that he is able to open only 1000 lockeds. According to Billy's information and common logic, Bob knows that he will get X/10 fossils from 1000 lockeds. He opens them and gets nothing. Bob doesn't know that with less number of rolls, the results are much more unstable, he can get nothing as well as double amount.

That's why I suggest to stabilize loot drops by changing standard mythic/arcane loot with mythic/arcane pieces, which should drop more frequently than gears (also, they should be tradeable). Then, players will be able to craft gears with these pieces. For example, helm should be crafted with 20 pieces, armor with 25, ring with 30, amulet with 10, and so on. Mythic pieces should drop with 20x higher possibility, assuming that helm will cost 20 pieces (Actually, less than 20x, but I can't name the exact multiplier without knowing exact odds on mythic item). Arcane pieces should be implemented in a similar way. It will solve 2 problems:

1) Poor players, who open 1000 lockeds and get nothing;

2) (Too) lucky players, who get Samael from 1 locked.

Why? Because poor player will be likely to get some mythic and arcane pieces (and sell them), and lucky player will get nothing (maybe, a mythic/arcane piece if he is very lucky).

I hope that you've got the point.