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Lair boss loot table tweak

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Rien
Posts: 4

Lair boss loot table tweak

Post#1 » Thu Jun 23, 2016 2:39 pm

Hello! Small suggestion - each available class in the party of the killing blow contributes toward the available class drops for a boss, right? So if there are two choppas and a dok in a party, there is a 2/3 chance for each of the two drops that it will be for choppa.

My suggestion is that, once the first one has rolled, if there is not a duplicate in the class (ie 2 choppas vs one), the second drop will roll to be a non-duplicate.

Put more simply, in the 2 Choppas and a DoK example, the first piece could roll as a DoK class specific. The second drop, seeing that the first one was DoK and there is only one in the party, will reroll itself if it lands on DoK, or just not roll at all (whichever is easier to implement). If the first one rolled as choppa, the second one could be either choppa or DoK, as there are 2 choppas in the party.

Situations where a party of 6 different classes, and 2 helmets for the same class drop BOP, are a little anticlimactic IMO.

Thanks for reading!

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Razielhell
Former Staff
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Re: Lair boss loot table tweak

Post#2 » Thu Jun 23, 2016 2:56 pm

Rien wrote:Hello! Small suggestion - each available class in the party of the killing blow contributes toward the available class drops for a boss, right? So if there are two choppas and a dok in a party, there is a 2/3 chance for each of the two drops that it will be for choppa.

My suggestion is that, once the first one has rolled, if there is not a duplicate in the class (ie 2 choppas vs one), the second drop will roll to be a non-duplicate.

Put more simply, in the 2 Choppas and a DoK example, the first piece could roll as a DoK class specific. The second drop, seeing that the first one was DoK and there is only one in the party, will reroll itself if it lands on DoK, or just not roll at all (whichever is easier to implement). If the first one rolled as choppa, the second one could be either choppa or DoK, as there are 2 choppas in the party.

Situations where a party of 6 different classes, and 2 helmets for the same class drop BOP, are a little anticlimactic IMO.

Thanks for reading!
Agree with that.But i think it works like that now.If you find a bug where it drops 2 same pieces for 1 class while you have only 1 person in group with this class then report the lair to bugtracker. :arrow: https://github.com/WarEmu/WarBugs/issues?q=is%3Aopen
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Genisaurus
Former Staff
Posts: 1054

Re: Lair boss loot table tweak

Post#3 » Thu Jun 23, 2016 3:20 pm

Razielhell wrote:
Rien wrote:Hello! Small suggestion - each available class in the party of the killing blow contributes toward the available class drops for a boss, right? So if there are two choppas and a dok in a party, there is a 2/3 chance for each of the two drops that it will be for choppa.

My suggestion is that, once the first one has rolled, if there is not a duplicate in the class (ie 2 choppas vs one), the second drop will roll to be a non-duplicate.

Put more simply, in the 2 Choppas and a DoK example, the first piece could roll as a DoK class specific. The second drop, seeing that the first one was DoK and there is only one in the party, will reroll itself if it lands on DoK, or just not roll at all (whichever is easier to implement). If the first one rolled as choppa, the second one could be either choppa or DoK, as there are 2 choppas in the party.

Situations where a party of 6 different classes, and 2 helmets for the same class drop BOP, are a little anticlimactic IMO.

Thanks for reading!
Agree with that.But i think it works like that now.If you find a bug where it drops 2 same pieces for 1 class while you have only 1 person in group with this class then report the lair to bugtracker. :arrow: https://github.com/WarEmu/WarBugs/issues?q=is%3Aopen
It does not work like that now, and please do not report incidences of it not working like this.

Lair bosses are always guaranteed to drop 2 pieces of loot. Both pieces are guaranteed to be usable by at least 1 person in the party. Sometimes both pieces are only usable by the same person. Compared to live, this is a huge change in favor of the players.

On live, bosses had a small chance of dropping one piece of gear (~10%), and an even lower chance of dropping a second piece (~2%). There was no guarantee that you would even get a piece of gear, and no guarantee that the gear would be usable by anyone in the group. So you could kill a lair boss 6 times, only get one drop, and it's completely useless.

Considering that this is already a change that makes it easier to get this gear, I'm extremely apathetic to making it even easier still.

Beyond that, these mechanics are exploitable enough as it is by altering party composition. Consider a situation where a party of 6 Warrior Priests kills a lair boss - the gear is guaranteed to be usable by all of them. If I make sure that the second piece is usable by a different person, now I have to account for this edge-case where the party is all the same class, and there is no second person. That also opens up the possibility for 1 Slayer to be guaranteed a piece of gear by grouping with 5 Warrior Priests.

At the end of the day, there has to be a point where you draw the line and say, "well that's RNG for you. better luck next time." If I really cared about removing or reducing the RNG, I'd make lair boss loot a quest reward, or implement a token system. And frankly, I don't have the time to do something that trivial because someone wants an already-easier-than-live process made even easier.

So to the OP, thank you for taking the time to consider a way to make Lair Bosses more equitable. I do honestly appreciate when players give input, even if it's been brought up before.unless it's about faction lockout timers. Unfortunately, we already made it more equitable than it was, and have no desire or reason to continue doing so.

Rien
Posts: 4

Re: Lair boss loot table tweak

Post#4 » Thu Jun 23, 2016 6:49 pm

Thanks for the reply! However, in your edge case, I'd like to offer a small clarification - in the example you gave, of 5 WPs and a Slayer, there is a large chance (5/6 * 4/5) = .66, or 2/3 that both pieces will be for WP. However, if the first one rolls Slayer, the second one will automatically NOT roll slayer, because that one person has already gotten his one reward. In essence, this makes it just a tad bit more fair, as the current system will have both pieces roll for Slayer a full 1/4th of the time. The current system, while amazingly less frustrating than live, still has those not-so-rare moments where one player gets two of something that they will only ever actually use one of, and in fact can't ever use the second.

In any case, I love you guys, thanks for making this game what it is today :)

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