danzig138
Well-known member
Lol Sharn crafting is garbage and you know it.sharn wasn't bad either
Lol Sharn crafting is garbage and you know it.sharn wasn't bad either
Greetings,Greetings!
We have been reading your feedback
I mean, 100 times more likely would be pretty meaningfulcould we get transparency on what the rare percentage is? I mean if it's .0001 percent and it's now .01 percent it's improved but not meaningful
no its really not.I mean, 100 times more likely would be pretty meaningful
Still tho, yes, learning the percent would be cool. Also lowkey aren’t there laws about like loot crate / gacha / etc percentages? Wonder if this applies
I guess, if you’re using these hyperbolic numbers?no its really not.
you still cant pull the items even with something so proportionally increased
Rhetorical trick? Man, did you miss the part where I agreed we needed transparency?"100 times more" is not necessarily meaningful if the base amount is tiny. Using proportional language is a classic rhetorical trick in these situations.
yes those numbers were hyperbolic.I guess, if you’re using these hyperbolic numbers?
But if MD rare loot were 100 times more likely to drop, there wouldn’t be a problem.![]()
1:100 is not in the least bit rare.I'm not saying you being tricky, just saying proportional wording can sound meaningful even if it's not really that meaningful. In general numbers don't have any meaning anyways until tethered to something meaningful. In most situations 100x is extremely meaningful, which is why is has rhetorical power. Transforming 0.0001 percent to 0.01 percent would not mean jack***t to me.
0.01% is 1 in 10,0001:100 is not in the least bit rare.
You explain why crafting has so little use. It doesn't compare with named loot and with the desire of many here to have rare items so common that everyone gets then crafting never will have value.I rarely post on the forums and it is only something that is a significant impact to my gameplay experience that motivates me to say something (e.g., the last issue for me was tumble). The rarity of loot in MD was unfun. It was part of what motivated me to take a break from playing and switch my gaming to DDO's competitors.
I suspect like many DDO players I enjoy long vertical progression games and the theorycrafting and analytical work they promote; the reincarination and reaper systems in DDO do a fanastic job of this. However, DDO has made a design choice to shift from determinstic progression systems to RNG systems (Cards of Fortune / rare loot). What we are really impacted by is the median time to acquire something and the standard deviation related thereto. I abhor RNG systems with signficant standard deviation. I think most players would agree that the standard deviation on the time to acquire "normal" named loot is not material in terms of total DDO gameplay and expected in video gaming. Both the time to acquire and standard deviation on time to acquire for rare loot are too large and dimish my playing experience. In addition, lack of any deterministic mechanisms on cards is unfun for me.
Math ahead:
As an example a rare loot drop of 5% on a named list that you have a 33% chance of rolling with 4 items on the named rare list gives you a 33% * 5% / 4 or ~0.41% chance for a particular drop. This gives you 169 pulls (whether rerolls, groups whatever) to a median time to acquire but 1 sdev is 43 pulls to 447 pulls. 2 sdevs is 631 pulls and 3 is 1290 pulls. Compare this to "normal" named loot which has a median time (same facts as above but not on the rare list) of 9 runs with 1 sdev being 3 to 22 pulls. Take the median examples 169 - 9 = 160 runs. Assume someone rerolls to acquire at 15 shards a roll = 2400 shards. Using normal prices for points and shards (assuming large purchase sizes) this is about $120 increased cost per item with a median result. That's a lot and honestly even as someone who has spent a bunch on this game its at the edge of my tolerance; assuming a determinstic outcome. But what gets me is the sdev. Assume you are in the normal distribution and you are at the top of the 1 sdev distribution 447 - 22 = 425 or ~ 2.6x for an expected cost of $315. This isn't even unlucky just a normal distribution.
Math over
I like what I heard from Tolero in terms of crafting (i.e., determinstic systems) but without numbers (drop percentages) its impossible to say whether or not these will result in a material reduction in standard devivation of time to acquire desired items. I have no issue with a drop requiring signficant effort (think about the time we spend on past lives) but we know that for 10-20 hours we are getting something and loot should work the same way. This is not the case with the MD system and hope CoR changes this.
I think the playbase understands DDO is small market and owned by PE thus is a premium product. I have no issue with this; its a fact of life and I like the product. I further understand that the player count continues to decrease (thanks DDO audit) thus revenue per active player has to increase to stay in business; again no problem this is part of enjoying a niche product. That said, for me if you take away deteminism and create signficant variability in costs (time and/or money) as a way to grow revenue its no longer enjoyable and I'll probably play another game. Do I mind in concept monetizing loot? No. Many games do it and DDO already does. But again its the "gambling" (high sdev) that deters me from even engaging with the MD system in terms of rerolls for rares.
TLDR: Determinstic systems = good. Random systems with large standard deviation = bad. For me the magic of DDO is long vertical progression; random dimishes this.
Will the Lamordia crafting system be the exact same like IoD crafting system just with higher values?
(Same weapon augments like freezing, salt, vulnerability, defuffing, etc)
Will there be anything new which have never been seen before?
Will there be any new interesting augment which will shake up the game?
Will there also be sun/moon aug system included?