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Can We Talk About Loot Rolls?

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dansari
Posts: 2524

Re: Can We Talk About Loot Rolls?

Post#21 » Tue Mar 21, 2017 5:45 pm

shaggyboomboom wrote:I want free gear, but instead of making a obvious whinepost, I'll make this one somewhat not obvious.:^)
I hope that's not directed at me :D I simply wanted to understand if the system was working as intended with what appeared to be high disparity on individual rolls. Free gear is silly imo and diminishes the difference between a hardcore player and a casual player

To bring it back more on topic, instead of the current system, could we instead explore a system that gave medallions and emblems to the entire group, but only drop a percentage of the time? For example, in the current system, a duo kills six players over the span of fifteen minutes and they all drop conq medallions. Each medallion gets rolled on. Group member A gets four, group member B gets two. In the new system, same scenario, but now each of the six players have a 1 in 2 chance of dropping a medallion. If a medallion is dropped, both players receive one. You can update the chance of drop based on how many players are in the party, up to six (so then each RR42+ player has a 1 in 6 chance to drop).

Are there any disadvantages to a system like this?
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roadkillrobin
Posts: 2773

Re: Can We Talk About Loot Rolls?

Post#22 » Tue Mar 21, 2017 6:00 pm

Yardy wrote:
roadkillrobin wrote:I can understand the gear grind mindset from a buisness perspective of a subscription based MMO. I can however don't understand having so many ballancing factors (renown, gear, talismans, potions etz) in a PVP game. If you meet the RR requirement of the gear I don't see any point why they shouldn't be able use the appropiate gear for their tier due to RNG. All these factors makes the game harder to collect feedback and ballancing aswell. I would probobly turn RR into a season thing, Were it gets reduced to RR 0 every couple of months and having the gear be bought from vendors for Gold once you meet the requirement for it. This way you would have a much more even playingfield across the board as moast would be around simular gear and rr level. It would moast likly eliminate any kinda killstealing exploit in the game aswell as dealing with crossrealming as that is almoast entirly to do with getting free loot.
The problem is what you do with PVE in that kinda system tho.

Nice idea, but your suggestion benefits the casual player alot. I can tell ya, if all my hours of play get abolished every once in a while, just to keep the casual players happy, i'm sure it will make many players turn casual and we lose population, and population is what we need most.
Actually cassuals is the largest population in any MMO and keeping em in the game is what really keeps MMO's alive,
The hardcore players would still be the ones with the best gear slotted and highest renown. But having season renown wipe would fill the gaps a bit better since everyone would start over at a blank slate. It would actually make the game more even aswell as solving some issues. Now it's hardcore players gets pretty much everything with renown, gold and gear at any given time.
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lawfol
Posts: 172

Re: Can We Talk About Loot Rolls?

Post#23 » Mon Apr 10, 2017 9:05 pm

Aurandilaz wrote:A few weeks ago some guy bragged on voicecoms about having some kind of "cheat" how to manipulate your own loot rolls upwards.... Can't remember names from weeks ago, but there might be a small chance that if one persons wins a sheer majority of 30-50 loot rolls, considering how it should start "evening" out as the size of "random rolls" increases, all players in a premade should move closer towards winning 16.667% of the rolls. (assuming RNG works)
Yet, a sample that is smallish might show any kind of weird distributions. (even sample of 100 is weak, but by that sample size there should be some kind of early signs of proper distribution)
But if you day after day notice the same person always winning, they might be cheating.
There are two possbile things:

1.the guy was talking ****; 99% chance
2. he told the truth 1% chance

letme get my d100...

....a 67, he was talking ****

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Asherdoom
Posts: 661

Re: Can We Talk About Loot Rolls?

Post#24 » Mon Apr 10, 2017 9:18 pm

lawfol wrote:
Aurandilaz wrote:A few weeks ago some guy bragged on voicecoms about having some kind of "cheat" how to manipulate your own loot rolls upwards.... Can't remember names from weeks ago, but there might be a small chance that if one persons wins a sheer majority of 30-50 loot rolls, considering how it should start "evening" out as the size of "random rolls" increases, all players in a premade should move closer towards winning 16.667% of the rolls. (assuming RNG works)
Yet, a sample that is smallish might show any kind of weird distributions. (even sample of 100 is weak, but by that sample size there should be some kind of early signs of proper distribution)
But if you day after day notice the same person always winning, they might be cheating.
There are two possbile things:

1.the guy was talking ****; 99% chance
2. he told the truth 1% chance

letme get my d100...

....a 67, he was talking ****
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Glorian
Posts: 5019

Re: Can We Talk About Loot Rolls?

Post#25 » Tue Apr 11, 2017 10:41 am

For a complete Monaco test you need at least 10.000 rolls.
D6 dice get their perfect distribution if you roll them at least 9000 times.

Rozackroo
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Posts: 44

Re: Can We Talk About Loot Rolls?

Post#26 » Tue Apr 11, 2017 3:15 pm

Wasn't there the option in AoR to change loot roll to distribute loot in turn. So player 1 gets one then player 2 and so long. Can't we just add this?

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wargrimnir
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Re: Can We Talk About Loot Rolls?

Post#27 » Tue Apr 11, 2017 3:18 pm

Rozackroo wrote:Wasn't there the option in AoR to change loot roll to distribute loot in turn. So player 1 gets one then player 2 and so long. Can't we just add this?
Round Robin, and that was a party option. There was also the Master Looter option, where one person decided who receives gear.

Trivial as you think it might be, implementing that stuff takes a lot of work. Since it's not done already, it's likely the packets related to it are not decoded yet.
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Rozackroo
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Re: Can We Talk About Loot Rolls?

Post#28 » Tue Apr 11, 2017 4:30 pm

wargrimnir wrote:
Rozackroo wrote:Wasn't there the option in AoR to change loot roll to distribute loot in turn. So player 1 gets one then player 2 and so long. Can't we just add this?
Round Robin, and that was a party option. There was also the Master Looter option, where one person decided who receives gear.

Trivial as you think it might be, implementing that stuff takes a lot of work. Since it's not done already, it's likely the packets related to it are not decoded yet.

Ah that was the name. Well thats sad cause it would fix some of the problems people have with loot. Master looter would be very helpful on goldbags can't count the number of times we had a lock and one was like **** no i don't need purple I needed blue. And your mate was like well sad we can't trade.

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Kragg
Posts: 1790

Re: Can We Talk About Loot Rolls?

Post#29 » Tue Apr 11, 2017 5:31 pm

Gerv wrote:You can try run solo in a dps 2hnd knight build, you have some pretty neat escape tools, nothing as good as a dps class though. You have to remember, Teefz and Nicelook and solo'ers in general, pray on other solo'ers and duos and lower standard players to get easy medalions, the solution, build better groups.

Do they trouble groups, like yours and mine, nope, in their 6 man, sure because they play range dps in RvR but others like us could do the same in our small groups, pass on everything to one player, play one class, be high renown rank already and have a bucket load of play time.

Again, how would you change the contribution so tanks and healers would have an increased chance while solo? Is this not further pushing the game into solo supportive?
You say groups. Not warbands? As they do the bulk of the hard work taking a keep and all.
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Aurandilaz
Posts: 1896

Re: Can We Talk About Loot Rolls?

Post#30 » Tue Apr 11, 2017 5:46 pm

Kragg wrote:
Gerv wrote:You can try run solo in a dps 2hnd knight build, you have some pretty neat escape tools, nothing as good as a dps class though. You have to remember, Teefz and Nicelook and solo'ers in general, pray on other solo'ers and duos and lower standard players to get easy medalions, the solution, build better groups.

Do they trouble groups, like yours and mine, nope, in their 6 man, sure because they play range dps in RvR but others like us could do the same in our small groups, pass on everything to one player, play one class, be high renown rank already and have a bucket load of play time.

Again, how would you change the contribution so tanks and healers would have an increased chance while solo? Is this not further pushing the game into solo supportive?
You say groups. Not warbands? As they do the bulk of the hard work taking a keep and all.
Ah, but the game doesn't currently reward warbands that form the needed force to cap a zone, the contribution mechanic very heavily favours 6mans who essentially just do as much killing as possible (and since only complete kills count, best to focus in easy targets to maximize renown gain, which then maximizes contribution - which is heavily dependant on how much renown you earn)

Which is somewhat interesting in a sad way; the WB carries the zone but the efficient pugfarming premades has usually the dibs on the loot.

Obviously the premades that focus on maximizing kills need to be rewarded for their efforts, but the question is, how can pugs even compete? :)

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