As I am not a developer… No, I cannot link you to the stats that are held likely in their databases that they use to research such things as total loot that shows, and what actual percentage of that is actually retrieved and usable.
Error has stated that they keep track of credit distribution and total average among players. There is nothing to stop me from stepping out on a ledge and guessing they have something much the same in place for military and experimental items.
As for being a statistical outlier not meaning anything? I beg to differ as my looting stats are in fact included in the overall loot stats of the game, which the dev’s use to figure out what the current loot ratios are compared to what they should be.
As I am not a developer… No, I cannot link you to the stats that are held likely in their databases that they use to research such things as total loot that shows, and what actual percentage of that is actually retrieved and usable.
So you cannot link the actual average that the devs have access to, which means you are unable to prove that what you are experiencing is the new average. Just clarifying that for everyone else.
With enough time and enough honest reporting by honest players, we will be able to figure out what the actual average is. To say that what you and I are experiencing is the average is not helpful by itself. Furthermore, even if the devs give us the average, we won’t know if it’s actually true until it’s shown in the numbers given back to us by honest reporting.
Furthermore, this argument you’re presenting is a red herring. At best, you’re just misunderstanding how statistics work; at worst, you’re just attention-seeking about how much loot you’re winning. If this was Wowhead you would have been down-voted into the third negative digit by now. The purpose of this thread was to have an alternate looting system that reduces the amount of “missed” loot chances while attempting to keep loot distribution at relatively equal levels. These threads exist, in part, [because the majority of the players don’t like the loot system in 0.8.1](< base_url >/index.php?/topic/19841-give-us-feedback-new-looting/) and want to see it changed. The broken loot is what is bothering people, not that loot distribution has changed.
EDIT: Added link
And by the poll, though few players have voted, 80% of players prefer this one over the current one. In fact, our of 12 votes so far, you, Censored, are the only one who wouldn’t prefer the system I’ve proposed. I think that says something.
Im not alone, nowhere near it, but there are a lot of people who just skip over any topic you write. To be honest, at this point, I barely skim over them now.
But yeah, your 11 people… not many… compared to registered users here.
So… 11 out of 237,177 people… Not really a majority there.
Im not alone, nowhere near it, but there are a lot of people who just skip over any topic you write. To be honest, at this point, I barely skim over them now.
But yeah, your 11 people… not many… compared to registered users here.
So… 11 out of 237,177 people… Not really a majority there.
That’s fair, I also don’t trust the poll in this thread (too much bias). The one Error made (before 7 threads got merged into it and his name got taken off of it) was much more representative and less biased.
I’m also not that big on the proposed idea for fixing the looting system presented in this thread, although it is a step in the right direction. I’m just happy that people are thinking about how it could be fixed outside of the dev inner circle. If the devs read threads like we’re told they do, they’ll pick ideas that they like from the community and try implementing them.
The way you suggested the new looting system could be misinterpreted as PTW. Just a heads up. I’m all for it though!
The way you suggested the new looting system could be misinterpreted as PTW. Just a heads up. I’m all for it though!
Granted, but honestly, I don’t think any of us want anything less than a 90% chance of getting something when we’re paying for it. It’s like buying something in a shop. You don’t go in, take an item and pay at the counter, and then the cashier says “Sorry, but you only get this 30% of the time when you pay. But I’ll still take the money!”. It’s all or nothing.
And thanks!
Yeah, I kinda do feel the same way. Actually something acceptable is 60% as taken from the popular game Maplestory, I spent 600 dollars total on the 7+ years on that game…
Reduction in the amount of gold needed for the chance increase is also on the table. The balancing act is hard though since, like JP said, we don’t want to wander into the perilous grounds of P2W.
Reduction in the amount of gold needed for the chance increase is also on the table. The balancing act is hard though since, like JP said, we don’t want to wander into the perilous grounds of P2W.
See? Who said we don’t agree on anything? Aside from various other psychological reasons associated with the effort:reward ratio and how that was messed up with 0.8.1 and the creation of an online Pachinko parlor by incorporating real-world money in the looting process, heading into the realms of P2W is a sure-fire way of making people disinterested in the game.
To that end, I whipped up a concept for [an alternate loot system](< base_url >/index.php?/topic/19841-give-us-feedback-new-looting/?p=201457) (which eventually got moved to another thread and then got buried) that essentially removes the P2W element by doing the same thing that every other use of GS in the game does: a short-cut to the loot you want as a reward for supporting the game developers financially. It also creates more options for the player to choose from, which get exponentially more costly the more you go up (to the point where you lose money if you really want something that badly.)
I want to stress that the use of GS is not just another form of currency you can choose to use or not use. GS should be viewed as a form of gratitude from the developers because you are supporting the game financially , which you can use to add to shortcut grind or to add spinning rims to your ship.
It’s also just an idea. There are no downsides to taking the existing system and finding ways to improve it. You should always be wary of people who tell you that the status quo is fine.
Yeah, actually… Treezus, may I borrow your idea and put it as an alternative in the first post? Makes it seem a bit less P2W.
Honestly, I’m not going to bother giving this game another cent, and I’m hoarding what standards I have until a fix is implemented. I had something like 16 straight 30%'s fail. This has gotten ridiculous.
Didn’t vote because the integral option of “bring back the old loot system” is missing. A 10% chance at something is awful - and it’s a lie. I’ve tried “10%” chances at over 50 modules without retrieving one. The idea of paying cash for a slighly better chance is crass and insulting, especially considering that a 100% chance used to be free.
If you find an item, you should get it. Period. Bring the old loot system back, then worry about expanding it.
As much as I understand where the OP is coming from, the ‘fix’ suggested here would be hugely detrimental to the long-term interest in this game. I would be full purple in a week, if anything they’re already quite common. My tier-1 ships are pretty much full purple and my t2 ships are slowly getting there. Some T3 purples already dropped as well.
I’m hardly bothering with the blue mark 3 faction items as I know I’d relatively quickly replace them.
I think the loot system is fine, just the way it is presented to the players is what’s causing grief. Loot should be handled in the background and not be presented to the player in the way it is currently done.
Simply have a button which doubles your chance at obtaining loot if you pay some Gold Standards. Have it last for the entire duration of the loot phase, not just one spot. Players who don’t wish to use Gold Standards never give the button another look and are spared the need to click what loot option they wish to use, making loot a bit more convenient as well.
Then simply let us loot each spot and instantly provide the results, no choosing for chance options and no presenting us with what the chance actually is. Simply give us loot. By presenting players with too much info, you get people overanalyzing their loot chances. Most people don’t have a clue how probability actually works and will end up coming away dissapointed.
As an added bonus, the purchase option will be less pushy and more of a soft-sale, which decreases the ‘pay to win’ feel of the game. If the devs are worried about revenue, simply add some things in the game which are worth buying - if your game is good, we will fork out our money. (More cosmetics, and our previously suggested corporation-stickers)
Using League of Legends as an example - players are willing to spend huge amounts of money purely on looking different. Add some skins to the game. Allow corporations to fly aruond in their own colour schemes. There are tons of relatively simple things you can do which add no real power to players and don’t turn this into a pay-to-win game, whilst massively increasing revenue for the devs.
Anyway, I digress.
the problem the current systme has is the insanely low loot chance, i destroy 99% of the items I find, In 80-100 hours of gameplay i have succesfully gotten 3 experimentals and about 7 military I think, the rest is debris. It’s getting VERY FREAKING ANNOYING. I got WAY more in the old system, especially before the loot nerf(you know, where they made 10k loot worth 1k) the looting system was better.
This system he proposed I could agree with and wonder how it would end up ingame, and if it’s as good ingame as it seems in theory.
For every 10 hours of playing I experienced a drop of roughly 1 experimental and 10 military items, on average. The number of military items is ocassionally a bit higher, depending on how fast we churn through games and how long the queues take.
I wouldn’t say that this is a particularly slow rate of acquiring what is meant to be ‘rare’ equipment.
For every 10 hours of playing I experienced a drop of roughly 1 experimental and 10 military items, on average. The number of military items is ocassionally a bit higher, depending on how fast we churn through games and how long the queues take.
I wouldn’t say that this is a particularly slow rate of acquiring what is meant to be ‘rare’ equipment.
I think you missed this part of the post:
- Reduce the chance to find a greenie. No more than 3 per map, but there always has to be 1 or more.
- Experimentals should come up every 3-5 wins. As my w/l ratio is 0.45, that would make about 7-11 games for me to find one of these beauties. Even then, they should only appear _ once in one of the looting spots, and replace one of the greens. So you can get - at maximum _ - from a single win an experimental and two military items. That’s incorporating the fact you use GS, and you hit all 3 when scanning for loot. For the typical player with a 1.0 w/l ratio and spends GS, that makes the chances of this happening at best about one in 448, at worst one in 1792.
This was to reduce the drop rate in exchange for increased chance of getting an item.
For every 10 hours of playing I experienced a drop of roughly 1 experimental and 10 military items, on average. The number of military items is ocassionally a bit higher, depending on how fast we churn through games and how long the queues take.
I wouldn’t say that this is a particularly slow rate of acquiring what is meant to be ‘rare’ equipment.
well apparently I got absouletly no luck at all thenm since i never get experimentals, or rather, i do see them, they are just ALWAYS debris, just like 99% of the militaries are for me.
That was my point though - don’t display the fact that you have a chance of getting an item. When a player loots a spot, they should be presented with the results only, not this “would you like a 10% or 30% chance to obtain this item” nonsense.
This entire discussion would be moot at that point.
Dunno what to say, i’m mostly in the top 3 in matches, a lot top 5, very rarely below, yet i ‘probably’ see about 7-8 exp per week and retrieving 0-1… Are the chances for top scoring players increased at all?