Definite item/drop

…Why are you even talking about servers all the time? Drop rates have nothing to do with what server you are in. The only thing the server affects is the infamy cooldown when killing someone and the amount and general rank of quests, although that’s based on the people inside the server

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u more stupid than i thought

Please make coherent points and stop calling everybody stupid because they don’t understand anything you’re trying to say.

You’re not exactly being clear in any way shape or form.

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im voting just so i can leech off drop rate caps

If everyone is running around with legendary items then they aren’t really “legendary” anymore.

This is why grinding for a long period of time to finally actually be rewarded by the RNG is more rewarding than just getting a guaranteed drop.
If everyone just got a guaranteed sunken drop at like 4k fish caught for example then everyone would just be fishing until then and sunken items would lose most of the value.

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bruh idc if everyone else has legendary items if it means that the game is more fun/rewarding

It won’t really feel rewarding to have the same items everyone else also has.

bruh grinding the bosses/fishing still takes commitment and time. Just because there is a set chance doesn’t mean everyone is going to commit themselves to getting it.

Plus a pity system would reward hard working players that just have bad rng.

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I mean I would agree with this if it was like a guaranteed drop at like 4-5 the normal RNG rate, for people that somehow just have such bad luck that they don’t manage to get the drop.
Then there is the problem with actually implementing something like that and reliably being able to develop it without it somehow having a bug to where it can be abused etc etc. Vetex would have to make the game literally track every single rare item and how long it has been since you got the drop, then detect if you get the drop, then reset everything to 0 again.
Just seems like a pain in the ass more than anything for development, a lot easier to just have a set drop rate like every other game in existence.

I do think the drop rates for boss items is a bit crap though whenever other players are fighting, it shouldn’t be insanely high when you still have to put in the same amount of work with the scaled boss health and damage.

A pity system is hella weak and kills the grind

Hehe I’m saving my headless items for that

everyone is talking about boss drops
but nobody is dropping any maths
smh

If the pity system is “guaranteed drop in the first X attempts (where the chance is 1/X)”, 63% of players will get their drop from random chance.
Or in other words, even with the most generous pity timer, a clear majority of players will still be getting their drops randomly.

The odds of hitting the pity timer drop off fast as you increase it - a pity timer of 4x or 5x the drop rate would basically do nothing.

Another common argument I’m seeing is that this will increase the total amount of drops in the system. This is also maths, so lets cover that:

Pity Timer Chance to Hit Pity Timer Increase in Overall Droprate
1x rate 37% 1.57x
1.2x rate (like in OP) 30% 1.42x
2x rate 13% 1.15x
3x rate 5% 1.05x
4x rate 1.8% 1.02x
5x rate 0.65% 1.007x

As a final note, you can get the best of both worlds - for example, if you implement a 2x rate pity timer, and then reduce drop rates by 1.15x (so boss drops are 1/11.5, sunkens are 1/2300), the overall rates are completely unaffected, and nobody will ever catch 6000 fish without getting their sunken boots ever again.

tl;dr:
no a pity timer doesn’t make it so people stop getting RNG drops
and no, it doesn’t make rare items super easy to get

11 Likes

Was not this already suggested before?

This is a completely fair and logical viewpoint… and you don’t even point out how every time a better item gets added, everything below that is instantly going to lose about 100% of its market value.

Since that’s what dictating everything by RNG and nothing but RNG does.

yeah, but it was a while ago and this forum regularly deletes everything in #suggestions
We don’t have a rule against multiple suggestions on the same topic, and even if we did we couldn’t enforce it because deleted suggestions are deleted - it’s impossible to know for sure if something’s been suggested already.

Obviously don’t just copy+paste your suggestion if it gets bad reception the first time, but so long as it’s been a little while it’s fine to suggest something that’s been suggested before.

Ah, I see. I wondered if I had heard that somewhere before.

on the last pity drop suggestion, this exact math thing was brought up before because somebody was saying that if pity drops were added that it should be 10x… which would mean killing the minotaur 100 times for a single drop if you’re ungodly unlucky or fishing up 20000 fish for a piece of sunken armor.
No idea how or why I remember that.
When you throw out a random multiplier, it sounds way less insane than when you pull out the actual numbers.

i say no
what’s the point of something being rare if you’re guaranteed to have it

put another way
if you catch 50,000 fish, you’ve got a 99.9999995% chance of getting a sunken.
Odds are, if you took literally every account (over a million) that has ever played WoM, got them all to catch 50,000 fish, literally all of them would have a sunken.

You’re already guaranteed rare items if you try for long enough - this suggestion doesn’t change that.
What this suggestion does do is smooth out the worst RNG, so nobody actually has to catch 50k fish for their sunken.

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You’re guaranteed to have it but only if you grind for a while over the point where you should have already gotten it anyways.

In my own opinion, the entire idea that somebody can get an entire perfect set of anything that they want in 4 kills/catches/chests/whatever and then another person can do the same thing a thousand times over and not get a single piece is incredibly stupid.

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