super fascinating thread.
Just to inject a bit of how we utilize this kind of stuff, the original poster is doing an example from the point of view of a single person farming a single item for themselves. Unfortunately in an MMO the reality is that while
you may want the item for
yourself, there are thousands of others that also want this item. So if you have say 10,000 people with those odds farming for certain things then you start to see that it's not about an individual farming an item, but the entire server farming for an item. This is where the largest disconnect is when it comes to loot distribution, because you have to think in terms of the entire player base and not the individual experience. If the odds were in favor of every person farming for themselves in a reasonable amount of time no one would be farming anymore because everyone is sick of getting the drop that isn't worth anything. In the end it all goes back to basic economics, and supply and demand.
Just food for thought
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