All this hype around the Chill of Ravenloft drop rates being better and they only raised it 1%?

Macenzie

Well-known member
What bothers me is that you can find this via data-mining. The client should have absolutely no clue about what drops from a chest or the drop rates. That it knows implies chest drops may be open to hackery from the client.

Good idea! Thanks!
:D
 

Spook

Ghostly Troll
It all depends on WHAT they make rare and how needed it is. If they make standard gear set items rare like they did with MD, then it will be a giant failure. If they make upgraded items not needed (such as doublestrike +17 rather than +16) rare or special items like the blade of jack jibbers, that will be a success. Unfortunately from the previews it looks more like MD.
It’s the former ie not upgraded items but items of the same power level but different effects. Specifically non rare will have 2 static and 2 crafted slots (dino 2.0) and rare will have 1 static and 3 crafting slots.

I find it unlikely that optimal gearing will not prefer the increased flexibility of 3 crafting slots over an extra static slot unless the static affixes are very strong.
 

Necrodancer

Ancient beyond measure
ACTHUALLY this is the same method people used to hack in Final fantasy XI online and one of the reasons it got "rebooted". Yes, that game had a very low constitution client side....
 

Macenzie

Well-known member
The bit in red is the specific change that has allegedly gone from 5% to 6%. So you still have all the other hoops to get through, including loot tables with augments mixed in with the item you want.

--------------------------------

You have a 10/16/33% chance (on Normal/Hard Elite) to get something from the Named Item Table.
  • Once you have reached the Named Item Table, you have a chance to get one of the following:
    • Standard Named Item A
    • Standard Named Item B
    • Standard Named Item C
    • Standard Named Item D
    • Sun/Moon Augment 1 (Sun/Moon Augments have a lower chance of appearing than the Named Items above.)
    • Sun/Moon Augment 2
    • Sun/Moon Augment 3
    • Small chance to upgrade to the Rare Item Table. (The odds of reaching this table are higher than in past content).
      • Standard Named Items listed above are unique to that dungeon, like most end chest items in the game.
      • Sun/Moon Augments listed above are a mix of brand-new Sun/Moon Augments (see below) and ones introduced previously (giving access beyond the packs they were introduced in).
      • Once you have reached the Rare Item Table, you have a chance to get one of the following:
        • Rare Named Item A
        • Rare Sun/Moon Augment 1 (In a few dungeons, this may be Rare Named Item B)
        • Rare Sun/Moon Augment 2
 

GrizzlyOso

Well-known member
Data mining usually refers to reading the local files in an update.
And you shouldn't trust them, except insofar as they indicate intent. They also usually line up with the experienced drop rates as well. 3% to 5% in MD, and the 6% in Lamordia after saying it's being raised from MD.

All of those are converging evidences that give credence to the number.
Google data mining

“Data mining is the process of discovering patterns, trends, and insights from large datasets using various techniques like machine learning and statistical analysis. It transforms raw data into actionable information, enabling informed decision-making, process optimization, and competitive advantages across different industries”

I get how it’s been co opted if it has been but we never used to refer to reading source / files / binaries as data mining .
 

_fully_carroted_

Well-known member
So are you saying its even more of an insult because of the garbage system?

TLDR a 14-piece gear set before MD averages 168 total quest runs at one item per quest. Post-MD, 22 non-rare needs 264 runs (that’s 14 items plus 8 set augments, two 3-piece and one two-piece).

Each rare item adds 138 more average runs if the rare items are in the same dungeons as your standard gear. If you need 3 rare augments, you’ve gone from 168 runs to 678 runs to make your full set.

And you typically can’t just swap half of your gear because every pack has affixes in different slots (which was fine when the systems were generally compatible)
 

erethizon1

Well-known member
Seriously?
In every thread they've made, and the developer discussions they've been mentioning they've stated they "further increased the rare drop rate compared to previous content" and "The odds of reaching this table are higher than in past content" and it's only gone from 5% to 6%?

I can see why they aren't publicly disclosing the odds, but that just makes it feel like more of a slap in the face.

Edit: To clarify 5% is the chance to upgrade from the normal drop table, so the absolute drop rate is going from 1.65% to 1.98%
The primary reason they choose to never give us numbers is to mislead us into accepting their terrible decisions. It's like saying, "I love you even more than yesterday." I didn't mention that yesterday I hated you and was actively praying for your death.

As long as they hide the numbers from us we know we shouldn't buy the product. The only reason to hide the numbers is because they know we will not be happy with them.
 

erethizon1

Well-known member
It really is.

And worse than that - it took dataminers to get the information. @SteelStar will talk about regular loot drop rates, but not this.

I assume they all hate it too, because designers typically love games. My guess is that rare loot is a command from EG7’s and/or SSG’s leadership team.
If they hate it too, we need to help the devs out by not buying any of the new content. Let them show their bosses that sales and revenue dried up and the community made it clear it was because of rare loot. Then they can go back to the old system and show a profit increase.
 

IanMoon8

Well-known member
If they hate it too, we need to help the devs out by not buying any of the new content. Let them show their bosses that sales and revenue dried up and the community made it clear it was because of rare loot. Then they can go back to the old system and show a profit increase.
The problem is the devs have moved away from community feedback that is honest and open. They have created a special little insular world for themselves on discord where anyone who fails to praise their every bowel movement gets permanbanned with the click of a mouse. Surrounded by a chorus-line of yes-men, they will run the game right into the ground without ever knowing why it failed.

I won't be buying Chill. I won't be spending a single dime on the game until they release content with no rare loot. But I will probably quit and find a new game long before SSG figures out why they failed.
 

Neesk

Don't sweat it.
Seriously?
In every thread they've made, and the developer discussions they've been mentioning they've stated they "further increased the rare drop rate compared to previous content" and "The odds of reaching this table are higher than in past content" and it's only gone from 5% to 6%?

I can see why they aren't publicly disclosing the odds, but that just makes it feel like more of a slap in the face.

Edit: To clarify 5% is the chance to upgrade from the normal drop table, so the absolute drop rate is going from 1.65% to 1.98%
Translation = don't buy The Myth Drannor expansion or the subsequent expansions with this ludicrous drop rate, unless you want to support loot access becoming pay2win entirely.
 

MrBill

Well-known member
The problem is the devs have moved away from community feedback that is honest and open. They have created a special little insular world for themselves on discord where anyone who fails to praise their every bowel movement gets permanbanned with the click of a mouse. Surrounded by a chorus-line of yes-men, they will run the game right into the ground without ever knowing why it failed.

I won't be buying Chill. I won't be spending a single dime on the game until they release content with no rare loot. But I will probably quit and find a new game long before SSG figures out why they failed.
I like your thinking. I believe that's exactly why the made discord the "official" site and dropped the forums. But of course it's just conjecture, with no way to prove it.
 

5 Other People

all the voices in my head are my own
So, a 20% increase in drop rate is not good enough. Please inform us all on what you think is an acceptable drop rate.
i think you're needling for fun...but it's not about the amount of increase, but the value.

if for some reason they raised the odds of winning the sate lottery by 100% it would go from
1 in 292,201,338 to 1 in 146,100,669....sure it's way better...but it's still a losing game

If you were serious, I can tell you that after a thoughtful analysis, I believe my acceptable drop rate is 1 in 20 for named loot and 1 in 50 for rare. The original Ravenloft was 1 in 12 for named loot. Chill is 1 in 22 for named and 1 in 151 for rare...so my hope is floating.
 

IanMoon8

Well-known member
I like your thinking. I believe that's exactly why the made discord the "official" site and dropped the forums. But of course it's just conjecture, with no way to prove it.
The proof is in the staff tracker. Aside from Lamania and the general announcements we get crickets chirping.
 

Pano

Grandmaster of Seriousness
Furthermore, you need to add the fact, that normally people are willing to help you farm and pass items. So the 1 in 22 can be usually just 1 farm session if you got some helping hand, but because rare loot is labeled as rare, less people will be willing to pass it - they will rather horde it.
At least that is my experience with MD.
 
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