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Soldier medallion droprate fix

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Kingofpol
Posts: 78

Re: Soldier medallion droprate fix

Post#11 » Mon Nov 23, 2015 5:50 pm

Azuzu wrote:
lator wrote:Drop rate is fine as it is. Just play 1 character and you will collect em in a couple of weeks.
I feel it's going to take months to get geared if your playing in a group.

Lets say the drop rate is 10%.

Withing a 6 man, you only have a 16% (1 in 6) chance to win a medallion.

If you average 200 kills a night at a 10% drop rate you would get 20 a night, at a 16% chance to win them, that's 3 medallions a night.

You need 285 medallions for a full set, so it would take around 95 nights straight of 200 kills.
Exactly and thats not counting the amount of hours of activity you need to play or the dead times when RvR is not happening.

So if you acount those, you are looking at 8-16 a day per 95. Unrealistic standards
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magter3001
Posts: 1284

Re: Soldier medallion droprate fix

Post#12 » Mon Nov 23, 2015 5:55 pm

Medallion drop rate is no where near good. Devs have to increase percentage on the drop rate badly so that it's at least effective to kill players for them. Reward actual PvP, not PvDoor...
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lator
Posts: 129

Re: Soldier medallion droprate fix

Post#13 » Mon Nov 23, 2015 5:57 pm

Guys, T2 lasted for 5 months. If it takes you 1 month to collect full Devastator gear where is the harm in that? You can still make 5 complete characters.
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Genisaurus
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Posts: 1054

Re: Soldier medallion droprate fix

Post#14 » Mon Nov 23, 2015 6:28 pm

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."

bloodi
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Posts: 1725

Re: Soldier medallion droprate fix

Post#15 » Mon Nov 23, 2015 6:31 pm

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."
What about you know, at least trying to be like in retail, with boots and gloves dropping from players and so on?

Because if you are "fine tuning" you could at least start wtih the retail rates, not ones much lower.

Specially when you are encouraging the enourmous one sided zergs rampaging keep after keep, i am sure you remember what happened last time, its not like we have 80% to 20% pop but i dont think order has gotten a keep captured in the last 3 days.

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Coryphaus
Posts: 2230

Re: Soldier medallion droprate fix

Post#16 » Mon Nov 23, 2015 6:44 pm

this is why unified currency was better than having a variety of different crest and medallions spread out between all the tiers
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Nameless
Posts: 1426

Re: Soldier medallion droprate fix

Post#17 » Mon Nov 23, 2015 6:47 pm

Coryphaus wrote:this is why unified currency was better than having a variety of different crest and medallions spread out between all the tiers
the things is i remember to be that way on live? why deviate from the few good things they decided to do
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Renork
Posts: 1208

Re: Soldier medallion droprate fix

Post#18 » Mon Nov 23, 2015 7:10 pm

I did sc's last night and today some and I already have 15 of them....soooo just do sc's. I see people pveing keeps all day~ such a waste.

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Genisaurus
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Posts: 1054

Re: Soldier medallion droprate fix

Post#19 » Mon Nov 23, 2015 7:11 pm

bloodi 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."
What about you know, at least trying to be like in retail, with boots and gloves dropping from players and so on?

Because if you are "fine tuning" you could at least start wtih the retail rates, not ones much lower.

Specially when you are encouraging the enourmous one sided zergs rampaging keep after keep, i am sure you remember what happened last time, its not like we have 80% to 20% pop but i dont think order has gotten a keep captured in the last 3 days.
When considering a change, there are three things that need to line up before that change gets made:
  1. The source code for that change needs to be in place
  2. The DB needs to have the right entries and associations for that change
  3. The priorities of the devs capable of changing (1) or (2) need to allow time to make those changes over making another change at that point in time.
For set item acquisition, first (2) was missing. Sets bonuses were not implemented correctly in the DB, some items were missing completely, and the stats for many items that were there, were wrong. This has been my job, but you know, I've only been on the team for a few months now. Before that, making these changes would require Aza or Dana to stop working on something else, like abilities or keep captures or fixing SCs, etc. Anywho, since set items were almost completely missing, adding them to drop tables was never a priority.

So now that sets are 90% fixed, why aren't they dropping from players? That's a (1) and (3) issue. Right now, we are internally discussing an overhaul of how the current loot code works. There's not a lot of flexibility in what we have now, and there are many things we simply cannot do under the current code (like having 2 guaranteed item drops for random classes, ala dungeon boss loot). Currently, RvR loot is handled entirely by the source code team, as they have to overwrite the current loot system on a tier-by-tier basis. The new system would (ideally) put loot tables for RvR AND PvE in the hands of the DB team, to free up the code devs. In short, tweaking the current drop code to include set items would be a bandaid fix that would delay further optimizations and changes that would benefit the community more.

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, we don't have access to accurate resources describing the implementation on live, or all of the above. 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.
Last edited by Genisaurus on Mon Nov 23, 2015 7:55 pm, edited 1 time in total.

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Azuzu
Posts: 551

Re: Soldier medallion droprate fix

Post#20 » Mon Nov 23, 2015 7:15 pm

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.


Would you be able to let us know what the chance for a player to drop a soldier medallion is? Is it currently a 10% rate? I was trying to point out, at a 10% drop chance with a 16% chance to win in a 6 man, you would average 3 medallions per 200 kills as a group of 6.

Renork wrote:I did sc's last night and today some and I already have 15 of them....soooo just do sc's. I see people pveing keeps all day~ such a waste.

Open world pvp needs to be just as rewarding as SCs. I agree I think SCs is the most efficient way to farm atm, I think that's a problem tho.
Last edited by Azuzu on Mon Nov 23, 2015 7:20 pm, edited 3 times in total.
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