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General => Ideas & Suggestions => Topic started by: Prosper on January 02, 2011, 11:04:08 AM

Title: Softcap on drop rates
Post by: Prosper on January 02, 2011, 11:04:08 AM
My idea here is to have a softcap similar to the DEF soft cap but for drop rates from monsters.

Here is how I would adapt it for drop rates :

DEF formula : baseDamage*(.22+(1-.22)/(1+defense*.1))=

what I would like to see for drop rate formula : baseDropRate*(.22+(1-.22)/(1+(amount of that monsters killed*.1)*.1))=

So here is an example of it with data :

Lets say the drop rate is 1:1000 for a given item.
afterkilling 1 of that monster the new drop rate would be 1:992.28
afterkilling 10 of that monster the new drop rate would be 1:929.09
afterkilling 100 of that monster the new drop rate would be 1:610
afterkilling 250 of that monster the new drop rate would be 1:442.86

etc...

Also, once you get an item from that monster one of the following 2 possibilities could happen :

1) either the softcap resets
2) either you can no longer obtain that specific drop from that monster

So thats prettymuch my idea. It could reward people who hunt for years without getting drops by having a better chance at getting these items without making it a sure thing of getting it ever... just increasing their chance at getting one according to how long he hunted.

What do you guys think ?
Title: Re: Softcap on drop rates
Post by: CherryPie on January 02, 2011, 11:58:54 AM
I remember myself suggesting the completely same idea before.
Title: Re: Softcap on drop rates
Post by: Prosper on January 02, 2011, 12:23:29 PM
Not as well presented tho :P
Title: Re: Softcap on drop rates
Post by: CherryPie on January 02, 2011, 01:32:50 PM
Quote from: Prosper on January 02, 2011, 12:23:29 PM
Not as well presented tho :P
does that matter?
Title: Re: Softcap on drop rates
Post by: Seifer on January 02, 2011, 02:40:57 PM
The issue would be implementing a way to keep track of your monster kills.
Title: Re: Softcap on drop rates
Post by: CherryPie on January 02, 2011, 03:40:10 PM
Quote from: Seifer on January 02, 2011, 02:40:57 PM
The issue would be implementing a way to keep track of your monster kills.
If you can store database values for statsets, I see no problem for storing other integer values?

edit: The problem wouldn't be the actual storing, but the access on the values, since you would need to get current value from database everytime a monster has been killed and also save the value back, everytime a monster has been killed, so the game would have to process way more database accesses. Not sure if this would have a noticeable effect on overall performance, though.
Title: Re: Softcap on drop rates
Post by: Forum on January 02, 2011, 03:42:14 PM
Also, once you get an item from that monster one of the following 2 possibilities could happen :

1) either the softcap resets
2) either you can no longer obtain that specific drop from that monster
[/quote] What if you lose the specific drop you can't obtain it for a long time?
Title: Re: Softcap on drop rates
Post by: Prosper on January 02, 2011, 03:53:47 PM
Quote from: Forum on January 02, 2011, 03:42:14 PM
QuoteAlso, once you get an item from that monster one of the following 2 possibilities could happen :

1) either the softcap resets
2) either you can no longer obtain that specific drop from that monster
What if you lose the specific drop you can't obtain it for a long time?

I was thinking more that the game would check your inventory and not drop whatever item you have in it. If you sell or lose, you can obtain it again starting the cap over.
Title: Re: Softcap on drop rates
Post by: CherryPie on January 02, 2011, 04:46:51 PM
Quote from: Prosper on January 02, 2011, 03:53:47 PM
Quote from: Forum on January 02, 2011, 03:42:14 PM
QuoteAlso, once you get an item from that monster one of the following 2 possibilities could happen :

1) either the softcap resets
2) either you can no longer obtain that specific drop from that monster
What if you lose the specific drop you can't obtain it for a long time?

I was thinking more that the game would check your inventory and not drop whatever item you have in it. If you sell or lose, you can obtain it again starting the cap over.

This idea for SOv2 is too much effort to implement anyway. And for SOv3 it would be a no-go, because if it checks your current inventory, it wouldn't be compatible with a trading system.
Title: Re: Softcap on drop rates
Post by: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Title: Re: Softcap on drop rates
Post by: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Title: Re: Softcap on drop rates
Post by: EpicPhailure on January 02, 2011, 06:11:34 PM
Quote from: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Talking about v3.
Title: Re: Softcap on drop rates
Post by: Mystery on January 02, 2011, 06:21:08 PM
Quote from: EpicPhailure on January 02, 2011, 06:11:34 PM
Quote from: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Talking about v3.
How do you know he was talking about v3?

If it WAS intended for v3, I think that the softcap should go away(for the particular item)after you have one or more of said item in your inventory.
Title: Re: Softcap on drop rates
Post by: krele on January 02, 2011, 06:53:02 PM
Quote from: Mystery on January 02, 2011, 06:21:08 PM
Quote from: EpicPhailure on January 02, 2011, 06:11:34 PM
Quote from: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Talking about v3.
How do you know he was talking about v3?

If it WAS intended for v3, I think that the softcap should go away(for the particular item)after you have one or more of said item in your inventory.

Because he said it himself?...
Title: Re: Softcap on drop rates
Post by: Mystery on January 02, 2011, 07:25:25 PM
Quote from: krele on January 02, 2011, 06:53:02 PM
Quote from: Mystery on January 02, 2011, 06:21:08 PM
Quote from: EpicPhailure on January 02, 2011, 06:11:34 PM
Quote from: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Talking about v3.
How do you know he was talking about v3?

If it WAS intended for v3, I think that the softcap should go away(for the particular item)after you have one or more of said item in your inventory.

Because he said it himself?...
I read the entire topic multiple times, and after finding no signs of that being said by Prosper, yet even being IMPLIED, I'm not inclined to believe you.
Title: Re: Softcap on drop rates
Post by: ARTgames on January 02, 2011, 07:26:27 PM
Quote from: Seifer on January 02, 2011, 02:40:57 PM
The issue would be implementing a way to keep track of your monster kills.
I don't see how that would be an issue. I could be misunderstanding.
Title: Re: Softcap on drop rates
Post by: EpicPhailure on January 02, 2011, 07:42:07 PM
Quote from: Mystery on January 02, 2011, 07:25:25 PM
Quote from: krele on January 02, 2011, 06:53:02 PM
Quote from: Mystery on January 02, 2011, 06:21:08 PM
Quote from: EpicPhailure on January 02, 2011, 06:11:34 PM
Quote from: Mystery on January 02, 2011, 05:37:53 PM
Quote from: EpicPhailure on January 02, 2011, 04:48:45 PM
If you couldn't obtain duplicates, you wouldn't be able to sell to NPCs, hurting economy.
Can't hurt what you don't have.
Talking about v3.
How do you know he was talking about v3?

If it WAS intended for v3, I think that the softcap should go away(for the particular item)after you have one or more of said item in your inventory.

Because he said it himself?...
I read the entire topic multiple times, and after finding no signs of that being said by Prosper, yet even being IMPLIED, I'm not inclined to believe you.
It was supposed to be adding on to what Cherrypie said.
Title: Re: Softcap on drop rates
Post by: Lingus on January 02, 2011, 08:16:41 PM
This would be good if it reset after you log out or possibly after a certain period of time (although, that would probably be more difficult to code?) I don't agree with a long standing increase on drop rates from a given monster. And I certainly don't agree with it being based on inventory. It should simply increase as Prosper defined and then reset when you log out. It should not reset when you get an item. If you continue to kill monsters, you should continue to receive the increased rate.

The problem I see with that is creating a scenario where people don't ever want to log out, and they just continue to kill monsters until they pass out and die.
Title: Re: Softcap on drop rates
Post by: Lucifer on January 02, 2011, 08:22:22 PM
Cherry already established why this shouldn't be a suggestion for SOv2. Besides, unless otherwise stated, all suggestions in this forum should be directed towards SOv3, considering SOv2 is no longer in production. As for SOv3, none of us know what Meiun has planned, and we shouldn't hold any assumptions that everything in SOv2 will transfer over with merely a graphical update.

I like Lingus's idea, would promote activity, and grindfests! That's always fun.
Title: Re: Softcap on drop rates
Post by: Lingus on January 02, 2011, 08:33:08 PM
Quote from: Lucifer on January 02, 2011, 08:22:22 PM
Cherry already established why this shouldn't be a suggestion for SOv2. Besides, unless otherwise stated, all suggestions in this forum should be directed towards SOv3, considering SOv2 is no longer in production. As for SOv3, none of us know what Meiun has planned, and we shouldn't hold any assumptions that everything in SOv2 will transfer over with merely a graphical update.

I like Lingus's idea, would promote activity, and grindfests! That's always fun.
Although, as I just posted in another topic, that's not always necessarily true. But in this case I agree. It's too big of a change to make for the current version. I think this would be good for v3 though.
Title: Re: Softcap on drop rates
Post by: Lucifer on January 02, 2011, 09:06:43 PM
Quote from: Lingus on January 02, 2011, 08:33:08 PM
Quote from: Lucifer on January 02, 2011, 08:22:22 PM
Cherry already established why this shouldn't be a suggestion for SOv2. Besides, unless otherwise stated, all suggestions in this forum should be directed towards SOv3, considering SOv2 is no longer in production. As for SOv3, none of us know what Meiun has planned, and we shouldn't hold any assumptions that everything in SOv2 will transfer over with merely a graphical update.

I like Lingus's idea, would promote activity, and grindfests! That's always fun.
Although, as I just posted in another topic, that's not always necessarily true. But in this case I agree. It's too big of a change to make for the current version. I think this would be good for v3 though.
Er, I don't mean to imply that there should be no suggestions for SOv2, by all means do so, I only said that unless otherwise stated, it should be implied that suggestions are meant for SOv3, which was pointed at Mystery.
Title: Re: Softcap on drop rates
Post by: Celson on January 02, 2011, 10:41:22 PM
Whether this is implemented into V2 or V3 does not worry me. As long as it's implemented, then I'm happy.

I am sick and tired of disappointment. I've killed at least 300 BAs, roughly 100 RBs, roughly 75 ds, at least 400 sand fiends and roughly 25 SGs. What do I have to show for all this hard work? Great sword, Green Beret, Black bunny ears and Dragoon Helmet. Great sword is obsolete due to IS and BBE is obsolete due to BC. And I'm not the only one either. Look at foG for example, he's in the same boat as me. The only good items he has is DH a GB (Not including his LSB and crown since they were obtained due to tournaments which isn't luck related). And then you got Seifer.... He's the worst of all of us. Who knows how many BAs he killed? Atleast a 1000 BAs. And as far as I know, he hasn't got BC or spire dagger yet.

It's gone on for too long. And V3 definitely must not make obtaining items purely luck based. Cause some people are being screwed over for all there hard work.

This soft cap idea would be perfect, it would be my saving grace. I really do urge Meiun to implement this(or something similar) to V2/V3. It would reduce the amount of newbs getting all these fluke luck drops, and would increase the amount of drops given to the players who are really working hard.

(My apologies for the 'whining', I just needed to point out how bad pure luck based dropping can get)
Title: Re: Softcap on drop rates
Post by: Mystery on January 03, 2011, 06:31:41 PM
Quote from: Celson on January 02, 2011, 10:41:22 PM
Whether this is implemented into V2 or V3 does not worry me. As long as it's implemented, then I'm happy.

I am sick and tired of disappointment. I've killed at least 300 BAs, roughly 100 RBs, roughly 75 ds, at least 400 sand fiends and roughly 25 SGs. What do I have to show for all this hard work? Great sword, Green Beret, Black bunny ears and Dragoon Helmet. Great sword is obsolete due to IS and BBE is obsolete due to BC. And I'm not the only one either. Look at foG for example, he's in the same boat as me. The only good items he has is DH a GB (Not including his LSB and crown since they were obtained due to tournaments which isn't luck related). And then you got Seifer.... He's the worst of all of us. Who knows how many BAs he killed? Atleast a 1000 BAs. And as far as I know, he hasn't got BC or spire dagger yet.

It's gone on for too long. And V3 definitely must not make obtaining items purely luck based. Cause some people are being screwed over for all there hard work.

This soft cap idea would be perfect, it would be my saving grace. I really do urge Meiun to implement this(or something similar) to V2/V3. It would reduce the amount of newbs getting all these fluke luck drops, and would increase the amount of drops given to the players who are really working hard.

(My apologies for the 'whining', I just needed to point out how bad pure luck based dropping can get)
foG has GS, which is decent. Also, moi has Dragoon Helmet(incompatible with build), Green Beret(wasn't originally wanted), Fedora(no complaints here, Fedora is win), and Stone Hammer(wasn't originally wanted either). My DKH and Spire keep eluding me. :(

Quote from: Lucifer on January 02, 2011, 09:06:43 PM
Quote from: Lingus on January 02, 2011, 08:33:08 PM
Quote from: Lucifer on January 02, 2011, 08:22:22 PM
Cherry already established why this shouldn't be a suggestion for SOv2. Besides, unless otherwise stated, all suggestions in this forum should be directed towards SOv3, considering SOv2 is no longer in production. As for SOv3, none of us know what Meiun has planned, and we shouldn't hold any assumptions that everything in SOv2 will transfer over with merely a graphical update.

I like Lingus's idea, would promote activity, and grindfests! That's always fun.
Although, as I just posted in another topic, that's not always necessarily true. But in this case I agree. It's too big of a change to make for the current version. I think this would be good for v3 though.
Er, I don't mean to imply that there should be no suggestions for SOv2, by all means do so, I only said that unless otherwise stated, it should be implied that suggestions are meant for SOv3, which was pointed at Mystery.
That shouldn't be the case all the time, necessarily. There's a good amount of suggestions on this board for both SOv3 and SOv2.

Also, in case it wasn't obvious, I support this.
Title: Re: Softcap on drop rates
Post by: Prosper on January 05, 2011, 07:25:27 PM
As the section I posted this in was named : "Ideas & Suggestions". I did not intend this to be for Stick online version 2 or 3 specific. Its just another thought thrown in the bucket for the dev team to pick out if they think it makes any sense at all. If the idea is worthy, they shall decide whether it suits version 2 or 3 better.