Page 1 of 1

Seriously...drop levels (RPG)

Posted: Fri Mar 06, 2015 9:13 am
by Bunzi
Okay, enough with drop levels not matching the unit that drops them.

I know that there are lots of changes being worked on and a scarce few to code, but this is an easy and quick change.

I don't know what I'm killing in the (1,3) castle/dungeon/structure thingy, but the units section shows it gives 75000 exp. My party level is 78. When this thing drops a level 10 Impact Plate, it makes me crazy.

Most units drop gear far below the unit level. I don't expect level 75+ gear to drop from this unit, but not level 10.

I would be happy to volunteer to work on routine stuff like this.

Re: Seriously...drop levels (RPG)

Posted: Fri Mar 06, 2015 8:08 pm
by compbatant
This is a thing which should be done but...
The problem is that for example if you are level 20 and kill monsters level 20 and they drop level 20 items with chance for example 25% then after 4 kills you get level 20 item which you can sell so you can easily get a lot money to buy items for your level, you need just few kills. Soon you will have much more money than you need so money will be useless.

The possible solution are:
- dropped items are much cheaper then other items in shops at the similar level.
- the buy/sell price differ a lot, for example item level 100 you can sell for 1m gold but buy for 20m.
- the drop chance is very small, like 1%

What do you think? I think that the second solution is the best.

Re: Seriously...drop levels (RPG)

Posted: Fri Mar 06, 2015 8:15 pm
by Insider
compbatant wrote:This is a thing which should be done but...
The problem is that for example if you are level 20 and kill monsters level 20 and they drop level 20 items with chance for example 25% then after 4 kills you get level 20 item which you can sell so you can easily get a lot money to buy items for your level, you need just few kills. Soon you will have much more money than you need so money will be useless.

The possible solution are:
- dropped items are much cheaper then other items in shops at the similar level.
- the buy/sell price differ a lot, for example item level 100 you can sell for 1m gold but buy for 20m.
- the drop chance is very small, like 1%

What do you think? I think that the second solution is the best.
Agree

Re: Seriously...drop levels (RPG)

Posted: Fri Mar 06, 2015 11:42 pm
by DOOMSDAY
AAAHHHOOOUUU!!!

Re: Seriously...drop levels (RPG)

Posted: Sat Mar 07, 2015 12:28 am
by blitzcraig
another issue I see here is that in rpg you will likely have 5 characters fighting... for example: let's say you want a level 50 armor to drop from a level 50 monster at 20% drop rate... so after 20 kills, you will have all 4 armors you need for your team (mage doesn't need it ) ... and killing a level 50 monster with 5 level 50 characters is super easy, so you will get all your gear right away and have nothing to work for

Re: Seriously...drop levels (RPG)

Posted: Sat Mar 07, 2015 6:09 am
by Bunzi
Thanks for all the responses. Like I originally said, I don't expect a level 75 unit to drop level 75 gear. But that unit should also not be dropping level 10 gear. It's pointless.

The problem is that, in the rpg at least, you only hunt for exp and to complete quests. It's exciting to take on a unit beyond your ability with the chance of getting a decent drop. But I would have to take my level 78 group up against level 200 units and face certain death in order to possibly get some decent drop. That's no fun.

And that's what's really important, fun. Not being able to hunt for drops takes something away from the game.

Re: Seriously...drop levels (RPG)

Posted: Sat Mar 07, 2015 3:34 pm
by blitzcraig
I totally agree here... what we may need are some tests on what level a group of 5 has to be to take down a monster, then give it a 10-20% chance to drop the right item... also adjust the sale price as mentioned earlier. (for example, if 5 level 20 characters can kill level 50 monster, then the level 50 monster drops level 20 item)

Re: Seriously...drop levels (RPG)

Posted: Mon Mar 09, 2015 5:39 am
by Bunzi
You could put a very low drop rate on higher level, useful items. And make the items specific to the type of unit.

For example, magic units would drop magic items useful to mages. A level 100 magic unit would have a 1% chance to drop level 100 magic gear, 5% to drop lvl 90, 10% lvl 80, 15% lvl 70, 20% lvl 60, and so on.

That rate is just an example and obviously the actual drop rate is low, so you wouldn't be getting a lot of gear anyway.

But that way, at least while you're grinding or questing, you have the CHANCE of getting something special.

And you would also have to hunt different places to get different gear.