Soldier medallion droprate fix

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Azarael
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Re: Soldier medallion droprate fix

Post#21 » Mon Nov 23, 2015 7:19 pm

20% (40% around active BOs and Keeps)

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Azuzu
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Re: Soldier medallion droprate fix

Post#22 » Mon Nov 23, 2015 7:27 pm

Azarael wrote:20% (40% around active BOs and Keeps)

Thanks!




In my opinion a flat 40% drop chance would be perfect (still slow).

At 40%, that's 80 medallions per 200 kills, that's 12 medallions per person in a 6 man group. That isn't super fast but it isn't slow. That would be 24 nights of playing averaging 200 kills a night to get a full set of deva.


Many people don't fight at the keep/bo. They setup intercept between the keep/warcamp. This keeps lots of people off the keep and helps the keep take. Those people shouldn't be punished for not being inside the zerg at the actual keep.


I also believe the drop rate should be lowered in SCs to 20%, while all open world should be 40%. SCs have a much higher kill rate. Your rolling vs 12 people instead of 6, but open world you have to roam and try to find people to fight. So the rate at which you find and kill people is slower in open world compared to SCs.


I think making it a flat 40% will encourage roaming.
Last edited by Azuzu on Mon Nov 23, 2015 7:33 pm, edited 1 time in total.
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Zanilos
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Re: Soldier medallion droprate fix

Post#23 » Mon Nov 23, 2015 7:30 pm

What I like is that we have been doing t3 under a week and people want the gear faster... lol.

What's the rush for dev? There is gear just as nice. No point going mad and then hving nothing to do but ask for t4.
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RyanMakara
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Re: Soldier medallion droprate fix

Post#24 » Mon Nov 23, 2015 7:32 pm

I got enough T2 medals to at least buy the Devastator boots on my Choppa, just saved up 200 of them and converted them to 40 T3 medals. Already saved me part of the grind.
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Genisaurus
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Re: Soldier medallion droprate fix

Post#25 » Mon Nov 23, 2015 7:35 pm

Azuzu wrote:
Genisaurus wrote:Drop rates/acquisition rates (not the same thing) are something that will be balanced over the long term. It's obviously not something we can fine tune with ~20 devs and core testers in different time zones. We need to be able to take metrics with the 500+ live player count, and we need the community to understand that this is a "living" system. We say "this is an alpha" a lot, but that means a lot more than "we have a lot of bugs."

I think everyone posting here (or at least myself) is posting to provide you with feedback. We want to help let you know how the community feels about the current acquisition rate. ^_^ Please, don't take it as complaining or criticism. We are simply trying to provide constructive feedback.
I understand that you are trying to provide feedback, which is great, but many people will look at the current drop rate and assume that it's a concrete system that needs to be taken or left as-is, which will lead to 3 threads a day unless it's nipped in the bud. I was just taking the opportunity to explain that it's going to be a fluid thing as we collect more data. I don't read any post in this thread as complaining, just helpful feedback made in absence of all the facts.

One of those facts, absent from the admittedly sparse T3 patch notes, is that medallions now drop (at all) away from BOs/keeps. The drop rate is higher there to encourage fights instead of zone-hopping, but they can be dropped anywhere. The current drop rates are arguably larger than they were in the past for that reason alone, though the drop rate might have been lowered to compensate. Those rates can change easily again in the future.

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Azuzu
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Re: Soldier medallion droprate fix

Post#26 » Mon Nov 23, 2015 7:38 pm

Genisaurus wrote:
Azuzu wrote:
Genisaurus wrote:Drop rates/acquisition rates (not the same thing) are something that will be balanced over the long term. It's obviously not something we can fine tune with ~20 devs and core testers in different time zones. We need to be able to take metrics with the 500+ live player count, and we need the community to understand that this is a "living" system. We say "this is an alpha" a lot, but that means a lot more than "we have a lot of bugs."

I think everyone posting here (or at least myself) is posting to provide you with feedback. We want to help let you know how the community feels about the current acquisition rate. ^_^ Please, don't take it as complaining or criticism. We are simply trying to provide constructive feedback.
I understand that you are trying to provide feedback, which is great, but many people will look at the current drop rate and assume that it's a concrete system that needs to be taken or left as-is, which will lead to 3 threads a day unless it's nipped in the bud. I was just taking the opportunity to explain that it's going to be a fluid thing as we collect more data. I don't read any post in this thread as complaining, just helpful feedback made in absence of all the facts.

One of those facts, absent from the admittedly sparse T3 patch notes, is that medallions now drop (at all) away from BOs/keeps. The drop rate is higher there to encourage fights instead of zone-hopping, but they can be dropped anywhere. Overall, the current drop rates are arguably larger than they were in the past for that reason alone. The drop rate might have been lowered to compensate, but those rates can change easily again in the future.
I completely understand and I think you guys are doing a fantastic job. ^^


Personally, I think 40% is a great place to start it out!

The only issue I have is I think it should be 40% all over, not just BOs/Keeps. Important pvp takes place outside of the range of BOs/Keeps. It would also encourage people to leave the zerg, which could hopefully help with the lag too.

Having the drop rate higher at BOs/Keeps, encourages people to zerg. Even groups who enjoy breaking away from the zerg will be forced to fight at keeps within the large zerg if they want rewards.

As to encouraging people to not change zones. The fact undefended keeps give zero medals, while defended ones give 2 is all the encouragement the zerg needs. I don't see how 40% at keeps/bos keeps people from changing zones.

I also think SCs, should have a 20% drop rate, seeing it''s much more efficient to que/kill people in SCs). This might already be the case.
Last edited by Azuzu on Mon Nov 23, 2015 7:52 pm, edited 5 times in total.
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Morf
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Re: Soldier medallion droprate fix

Post#27 » Mon Nov 23, 2015 7:39 pm

Players need some sort of grind or they get bored but having thought about things a little more maybe it would be good to add medallions as a reward for the kill quests you pick up from warcamps instead of coin ?
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Re: Soldier medallion droprate fix

Post#28 » Mon Nov 23, 2015 7:53 pm

Genisaurus wrote:
Increasing medallion drop rates to match live is kind of nebulous as well. Mythic was constantly adjusting the drop rates, currency costs, and even the entire medallion system to accommodate the playerbase. We do the same. Do you remember what the drop chance was on live? Are you sure that was for medallions, not war crests, or even insignias? Did the drop rate for medallions change once you could accrue insignias? It's guess-work all around; even the printed resources we have are very often inaccurate or wrong.

Remember, we have absolutely zero code from WAR. If something doesn't work the way it did in live, the reason why is invariably that we either don't have the code in place to do that right now, we have bigger priorities right now, or both. As far as loot drops are concerned, we have a system in place, that works, even though it may be slow/unfun. Tweaking that system has a lower priority than replacing it with a better system outright.

I understand that's not a good reason for everyone, and certainly might not be one you agree with, but them's the breaks.

The medallion system for rvr is in place so you can get good gear in RvR, thats my problem with your current and former implementations of it, instead of being a bonus you get just for playing RvR, currently is something you have to go out of your way to get, simply doing RvR does not grant you the RvR set at any tier currently, you need to grind for it.

So yeah, the drop rate in retail was directly tied to how fast you could get past the tiers, anyone who played purely rvr from level 1 to cap, would have every RvR set, try that on here, its not feasible, at all.

I know its not easy to code, however my point is to show you what the current system means for the players and how its a the total opposite of what RvR sets for the lower tiers were in Retail.

If you want something for people to grind for, please make it anything but the RvR sets, thats one of the best parts of War, the fact that good gear comes to you just for playing pvp/rvr, not grinding for it, the current system **** this up completely.

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Nishka
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Re: Soldier medallion droprate fix

Post#29 » Mon Nov 23, 2015 8:05 pm

1-2 months of hard farming to get a set that is plain broken without stats at all like magus set, or just stats without the set bonuses?
And the next day you buy this set the server gets a full item wipe

Not blaming devs or anything! Just saying why I don't even bother with farming medals :)
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Renork
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Re: Soldier medallion droprate fix

Post#30 » Mon Nov 23, 2015 8:39 pm

Nishka wrote:1-2 months of hard farming to get a set that is plain broken without stats at all like magus set, or just stats without the set bonuses?
And the next day you buy this set the server gets a full item wipe

Not blaming devs or anything! Just saying why I don't even bother with farming medals :)

Dat weaponskill on the magus gear <:

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