Kyle 63 Posted December 27, 2019 Share Posted December 27, 2019 (edited) Username: Kyle Suggestion: Adding drop rate thresholds to Ely would be a great addition to the server and its PVM community. Basically, a drop rate threshold is an amount of kills that has to be reached for each boss in order to slightly lower its unique item drop rate. This is a feature in the live version of Runescape for things such as skilling pets, etc. For example, if you were to kill Zulrah 300 times, the drop rate for a unique item would be reduced permanently from 1/1500 to 1/1300. Once you reach 500 kills, the drop rate could be reduced to 1/1200. Finally, if you managed to reach 750 kills, the drop rate could be reduced to 1/1000 for a drop. I think a constant ratio for the thresholds would suffice for all bosses, as their drop rates are all respectively balanced out already, and a standard ratio would work well to keep this true. Why (how will it benefit players overall): The main reason I want this to be a thing is for the people who are working towards finishing their collection logs. Some people are nearing 1000 kills at certain bosses without drops they need to finish that portion of their log. This update would benefit anyone who actively PvMs and tries to complete their collection logs regularly. Please support, as this would make bosses more "replayable" and encourage players to get out there and grind out their thresholds. An unlock in the console or collection log would be cool to see with this update. Thanks for reading! Edited December 27, 2019 by Kyle Link to comment Share on other sites More sharing options...
Tycho 35 Posted December 27, 2019 Share Posted December 27, 2019 2 hours ago, Kyle said: This is a feature in the live version of Runescape for things such as skilling pets, etc. For example, if you were to kill Zulrah 300 times, the drop rate for a unique item would be reduced permanently from 1/1500 to 1/1300. I think a constant ratio for the thresholds would suffice for all bosses, as their drop rates are all respectively balanced out already, and a standard ratio would work well to keep this true. For what it's worth, the thresholds are only for pets and not for other unique drops. It wasn't completely clear if that's what you meant or not, so I wanted to address it. As to the second point about a standard ratio - are you saying that the kill count needed for each boss to trigger a threshold should be the same for all? So for example, 500 kills would hit the threshold for both Nex and and 500 kills would do it for Dagannoth Kings? Or are you saying that a kill threshold would lower the chance of a unique item the same between one boss to the next? For example, 500 kills for Nex would increase the chance of a Torva plate by 15%, just as 500 DK kills would increase the chance of a ring drop by 15%? Either way, there's a problem with having an across the board threshold for everything since getting X kills for one boss isn't going to be the same level of difficulty or time needed as others. Per my examples, you could have several thousand kills at Dagannoth Kings by the time you could get 500 kills at Nex. A few more questions to consider Would the threshold be applied to all drops for that particular boss? or would each item have its own unique drop rate change? Would it get reset after a drop is obtained? If not, wouldn't there be a problem where people who have much higher chances, and therefore items more quickly, cause those with lower thresholds but get a good drop to be denied a decent price for it? Basically, would there not end up being an inflation problem? Would 'Threshold leeches' be permitted? That is, where someone with a high threshold comes along with a party and gets the kills but allows the others to pick up the items? 2 Link to comment Share on other sites More sharing options...
Kyle 63 Posted December 27, 2019 Author Share Posted December 27, 2019 12 hours ago, Tycho said: For what it's worth, the thresholds are only for pets and not for other unique drops. It wasn't completely clear if that's what you meant or not, so I wanted to address it. As to the second point about a standard ratio - are you saying that the kill count needed for each boss to trigger a threshold should be the same for all? So for example, 500 kills would hit the threshold for both Nex and and 500 kills would do it for Dagannoth Kings? Or are you saying that a kill threshold would lower the chance of a unique item the same between one boss to the next? For example, 500 kills for Nex would increase the chance of a Torva plate by 15%, just as 500 DK kills would increase the chance of a ring drop by 15%? Either way, there's a problem with having an across the board threshold for everything since getting X kills for one boss isn't going to be the same level of difficulty or time needed as others. Per my examples, you could have several thousand kills at Dagannoth Kings by the time you could get 500 kills at Nex. A few more questions to consider Would the threshold be applied to all drops for that particular boss? or would each item have its own unique drop rate change? Would it get reset after a drop is obtained? If not, wouldn't there be a problem where people who have much higher chances, and therefore items more quickly, cause those with lower thresholds but get a good drop to be denied a decent price for it? Basically, would there not end up being an inflation problem? Would 'Threshold leeches' be permitted? That is, where someone with a high threshold comes along with a party and gets the kills but allows the others to pick up the items? 1) I meant "ratio" as in a percentage, that is static across all bosses. 2) Most bosses require you to do the most damage to get the kill, so leeching wouldn't be prevalent, but in those cases where everyone gets the kill, sure. At the staff team's discretion it could be changed for specific situations. 3) I wouldn't lower the drop rate after a drop is obtained, because if you have enough kills to reach a threshold, you probably deserve every drop you get. At the end of the day, it's all RNG, but making bossing a little more enjoyable with a guaranteed better chance at drops after you put in effort is something I'd love to see. Hope this answers all your questions. P.S. As for inflation, the monthly mystery boxes have already taken care of that. By that I mean they have dropped numerous rares or drops into the game as it stands, without any of them being obtained as drops. I understand that you don't play so I wouldn't expect you to know what kind of effect they have had on the server's eco. Making obtaining drops more enjoyable won't effect the ecosystem very much in my opinion. The player base isn't currently where it needs to be for this to happen. Link to comment Share on other sites More sharing options...
Tycho 35 Posted December 27, 2019 Share Posted December 27, 2019 1 hour ago, Kyle said: P.S. As for inflation, the monthly mystery boxes have already taken care of that. By that I mean they have dropped numerous rares or drops into the game as it stands, without any of them being obtained as drops. I understand that you don't play so I wouldn't expect you to know what kind of effect they have had on the server's eco. Making obtaining drops more enjoyable won't effect the ecosystem very much in my opinion. The player base isn't currently where it needs to be for this to happen. If there is already an influx of items floating around, and the mystery boxes continuing to add more, where is the virtue of making these drops less rare from bosses? I understand the purpose of the thresholds is to get more players involved in bossing, but if these drops are more commonly given from opening a mystery box than going to a boss, would adding the threshold change the balance? Would people even want to go bossing and kill something a few hundred or thousand times to fractionally increase their odds at a drop when, as you say, they are already inflated? Also, wouldn't the people who grind for these thresholds be the ones who already have an incredible amount of wealth and therefore not really needing the increased rates? Lastly, how worth it would it really be to hit these thresholds if, again as you say, the market is already inflated? Who is going to purchase the items after they're dropped? Link to comment Share on other sites More sharing options...
Boats 254 Posted December 28, 2019 Share Posted December 28, 2019 No support Link to comment Share on other sites More sharing options...
Worst HCIM 33 Posted December 28, 2019 Share Posted December 28, 2019 its all about that luck my friend Link to comment Share on other sites More sharing options...
jshaffer90 16 Posted December 29, 2019 Share Posted December 29, 2019 good ideal but too many holes Link to comment Share on other sites More sharing options...
Kyle 63 Posted December 30, 2019 Author Share Posted December 30, 2019 On 12/27/2019 at 2:34 PM, Tycho said: If there is already an influx of items floating around, and the mystery boxes continuing to add more, where is the virtue of making these drops less rare from bosses? I understand the purpose of the thresholds is to get more players involved in bossing, but if these drops are more commonly given from opening a mystery box than going to a boss, would adding the threshold change the balance? Would people even want to go bossing and kill something a few hundred or thousand times to fractionally increase their odds at a drop when, as you say, they are already inflated? Also, wouldn't the people who grind for these thresholds be the ones who already have an incredible amount of wealth and therefore not really needing the increased rates? Lastly, how worth it would it really be to hit these thresholds if, again as you say, the market is already inflated? Who is going to purchase the items after they're dropped? Not everyone has the money or GP to donate for items or pay for the items the boxes bring in to the game. There are also iron men involved. I wouldn't say the increase is fractional either. But seeing how it has no support I guess it doesnt matter Link to comment Share on other sites More sharing options...