Right now chest drops aren’t that useful but in the future i’d assume there to be a lot of rarer items. Hopefully lost spells or lost and primordial magics wont be earned that way, but things like magic weapons will likely be found from chests.
Makes sense
increment pity drop by the fraction by which they contributed. Half of the damage in a boss kill would mean that you’d reach the pity drop threshold half as fast.
stupid bababoui u just bad at grinding
I thought that this was already confirmed on the trello
yes me stoopid becuz i dont liv in roblux and actually has a life
yea u stupid since u play and u dont know what kind of drop rate this game has
You’ve said stupid at least 7 times in this post alone
1/50 = 2% Bro
2% does not mean 2x50 = 100% def item.
So it would be 2x100 = 200% item, then hard code it that 200% is a def item.
So what if someone has really bad rng nad has to fish 8000 times, or 12000 times.
Wouldn’t you want to quit at that point?
u should post this as a suggestion if you haven’t already
Skill issue, I got all of my sunken pieces legit and without baby mode.
unfunny
Wasn’t trying to be funny nor do I need your validation. Stay mad
Ok I guess
elaborate? context? i have no clue what tf you’re talking about, i checked who you were replying to and i still had no idea
Have a pity system, but nothing should be absolutely guaranteed in my opinion.
Players should definitely get higher chances if they keep working, but value will keep going down and down if you know for sure you can obtain something guaranteed. It keeps things satisfying and you’ll never know what will happen.
I agree with infernos take on pity.
Time put into the game needs to be rewarded, something that WoM didn’t do very well. But a definite item drop is a bit extreme imo bc some items aren’t meant to be absolutely everywhere.
In the words of syndrome himself: “When everyone’s super, no one will be”.
The most common take in modern gacha games isn’t a hard pity timer, but a rapid increase in chance (tending towards 100%) after some threshold.
In the context of sunkens, your first 3000 catches may all be the normal chance, and then it starts going up until you’re guaranteeed a sunken at 4000 catches.
Since the probability is going up, you’d never actually get to 4000 dry catches (because 3999, 3998, etc are all almost 100%), so you’re “guaranteed” a sunken at “about 3500” or something.
Honestly though, I’d probably just advocate for the simple “guarantee at 2x rate”. 88% of players getting their drop randomly means that nobody’s actually going to be thinking in terms of pity timers, it’s just a safety net for the most unlucky.
given how rampant RNG is in these games, I doubt it’s something vetex cares too much about - asking for some complex scaling droprate is probably too much