View Full Version : LOOT system (a reply to manuscript recipe not dropping)
I really do not think random loot works. it feels very unfair most of the time, as an example i see many players becoming very frustrated trying to get the manuscript recipe.
I think a system where u get points in loot would be much better, this could be varied according to kills, like xp. There could be different categories of points. adv points, epic points, ft points, etc. We could then have a shop tab to spend those points on things like a wt, with the abilty to spend points on lower tiers, eg use ft points to buy an epic item. apparently there is a 2% chance to get a wt on rb so if u got 20 points per adv and had to pay 1000 points for a wt this puts e1 on an equal footing and should work out to about the same reward rate. this would give us something to aim for and hopefully generate more interest. trade/cooperation may increase as ppl work towards a desired goal with specific advs. all the defunked advs that no1 plays may become worthwhile. at the moment i feel lost as i work toward lvl70 and the game is becoming very stale. having goals really gives players a boost and this would create goals.
If there was no random aspect of loot - then you would now exactly what you would get each time before you open loot- then much of the fun would be lost.
I dont think the random aspect is the problem, players who want it all right away is the problem.
That some of the adv has a very poor loot we can agree on, and there is even examples of very bad balancing and calculation errors (platinum ore)
But please let us be surprised with a very nice loot now and then :) If not it would kill the game for me.
i agree with the surprise aspect, like opening presents and who doesn't like getting presents? I don't want it all now, I agree with u on that point as well, I just want what i think is a fairer system. I just feel so fed up sometimes as i do adv after adv and get nothing while guildies seem to do much better.
perhaps a combination of both systems. Possibly make the prices in shop very high :)
I like the random element in games. Keep it the way it is, please. No need to change anything.
I'm sure people who have done some adventures hundreds of times and never won a witch tower, white castle, dark castle or any other rare building would agree, the random aspect of the game can cause some players to quit the game and others to stop doing those adventures.
Since the loot nerf in November 2014, some players will never complete the quest to do 2 follow-on adventures, because the drop rates are too low. Sadly, nothing has been done to change any of these faults, feedback ignored, tiny changes shouldn't take months or years.
Is it really that complicated to improve chances of something rare for every time we try? Time and effort should be rewarded.
I like the random element in games. Keep it the way it is, please. No need to change anything.
+1
Help I'm unable to find a definition of the word "Game" which is synonymous with "You win"
My suggestion (http://forum.thesettlersonline.com/threads/33449-Feedback-Summer-Edition-Dev-Blog?p=317142&viewfull=1#post317142) about this.
So, adventure loot still need to be adjusted, but BB devs are way lost to make it happen. Though it wouldn't be that hard to "get the framework right"..
Start with..
Introduce a new non-tradeable adventure currency, eg Skulls, usable to increase drop chance of special loot.
Let every adventure have a "special loot slot" containing either something "special" (a buff, building or follow-up adventure) or some (amount depending on adventure difficulty) Skulls.
That way a rubbish drop chance" doesn't have to be that rubbish every time (but I don't think it should be possible to gain a 100% special drop chance this way - more likely 30%-ish at most).
Let's say every drop chance boost would have a Skull cost equally to adventure difficulty and, to get maximum boost, needed to be spent that many times equally to adventure difficulty.
That would ATM (still need some tweakings) make..
VLT having a Skull drop of 8, a drop chance boost cost at 8 Skulls per tier and a total cost at 64 Skulls (8 Skulls x 8 tiers);
..while..
WotS would get a Skull drop of 3, a drop chance boost cost at 3 Skulls per tier and a total cost at 9 Skulls (3 Skulls x 3 tiers).
My suggestion (http://forum.thesettlersonline.com/threads/33449-Feedback-Summer-Edition-Dev-Blog?p=317142&viewfull=1#post317142) about this.
So, adventure loot still need to be adjusted, but BB devs are way lost to make it happen. Though it wouldn't be that hard to "get the framework right"..
Start with..
Introduce a new non-tradeable adventure currency, eg Skulls, usable to increase drop chance of special loot.
Let every adventure have a "special loot slot" containing either something "special" (a buff, building or follow-up adventure) or some (amount depending on adventure difficulty) Skulls.
That way a rubbish drop chance" doesn't have to be that rubbish every time (but I don't think it should be possible to gain a 100% special drop chance this way - more likely 30%-ish at most).
Let's say every drop chance boost would have a Skull cost equally to adventure difficulty and, to get maximum boost, needed to be spent that many times equally to adventure difficulty.
That would ATM (still need some tweakings) make..
VLT having a Skull drop of 8, a drop chance boost cost at 8 Skulls per tier and a total cost at 64 Skulls (8 Skulls x 8 tiers);
..while..
WotS would get a Skull drop of 3, a drop chance boost cost at 3 Skulls per tier and a total cost at 9 Skulls (3 Skulls x 3 tiers).
I like that idea. It would work fo a lot of adv - and making them more interesting.
It would not change much for ad that have no special oot and are not worth doing as it is now.
+1 SmurfAsH
I did have a similar idea myself to increase chances but urs is better and easier to implement. perhaps these skulls could be applied like a zone buff.
ok, i bow to peer pressure and e1 likes random loot, but I would be very happy if bb looked into smurf's proposal :)
+1 SmurfAsH
I did have a similar idea myself to increase chances but urs is better and easier to implement. perhaps these skulls could be applied like a zone buff.
Perhaps.
Though I was thinking of using the adventure menu and then Show details having applied skulls glowing.
Ie like skills, spending points.
ok, i bow to peer pressure and e1 likes random loot, but I would be very happy if bb looked into smurf's proposal :)
Sorry for "hijacking" your thread.. :)
I like the random element in games. Keep it the way it is, please. No need to change anything.
+1
I've still not got the Manuscript recipe. Help! It's really frustrating.
I've still not got the Manuscript recipe. Help! It's really frustrating.
I know the feeling, after wasting expensive recourses doing the letter quest all I get is 50 gems, why not make it 50 special crystals we can save and have the manuscript for sale in the merchant for X amount of special crystals, at least we would have a goal to aim for
I know the feeling, after wasting expensive recourses doing the letter quest all I get is 50 gems, why not make it 50 special crystals we can save and have the manuscript for sale in the merchant for X amount of special crystals, at least we would have a goal to aim for
Try the test forums, you will see the Devs have already rolled out a solution for this over on Test.
Changelog 27/04/2017 http://forum.tsotesting.com/threads/22560-Changelog-27-04-2017
Guaranteed loot: This mechanism will guarantee a drop of a rare item reward, if the item did not drop after a specific amount of rolls on the loot table. This mechanism will reduce the frustration among the community for being dependant on "luck". More info on affected game elements to follow.
Do we have any information when this will be released in the official servers? Also, does it count the numbers we rolls before?
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