06-21-2024, 02:22 PM
While I appreciate the discussion on implementing spatial core lootboxes, I do not believe that would be the answers to the problems I've posed.
We'd still be stuck in the same situation, we'd just have a few more spins on the bloated item pool gacha.
For posterity's sake, let me clarify how boss drops currently work:
So in a sense, they already act a bit like spatial cores. Yet as more items get added to the pool it becomes far less effective at attaining what is actually desired.
Which is why the best solution would be adding additional crafting recipes, and if rarity is a concern the drop rate for the materials to make higher rarity items could be low. At least if you managed to get a drop of it you could get what you want instead of being left holding your fifth Boltstruck Gi.
As for the levelling process, simplifying it to 'it should be shorter' is misleading. Yes, while that isn't entirely incorrect, I'm not saying the grind should be inherently faster than it already can be in optimal conditions. I'm saying that there should be more accessible means to consistently level that aren't monopolized by finished characters the vast majority of the time. The fact a single person can lockout the entire server from accessing a dungeon is absurd when we have so few of them that lower level players can reasonably use to level.
We'd still be stuck in the same situation, we'd just have a few more spins on the bloated item pool gacha.
For posterity's sake, let me clarify how boss drops currently work:
Quote:For every 10 levels a boss monster has, it will have an item added to its drop table at a 10% chance, increasing by 10% for every item added to the table. This does not apply to rematch fights, they have their own drop tables.
I.E. A level 20 boss will have the following:
10% chance for 1 drop.
20% chance for 1 drop.
A level 80 boss will have the following:
10% chance for 1 drop.
20% chance for 1 drop.
30% chance for 1 drop.
40% chance for 1 drop.
50% chance for 1 drop.
60% chance for 1 drop.
70% chance for 1 drop.
80% chance for 1 drop.
So in a sense, they already act a bit like spatial cores. Yet as more items get added to the pool it becomes far less effective at attaining what is actually desired.
Which is why the best solution would be adding additional crafting recipes, and if rarity is a concern the drop rate for the materials to make higher rarity items could be low. At least if you managed to get a drop of it you could get what you want instead of being left holding your fifth Boltstruck Gi.
As for the levelling process, simplifying it to 'it should be shorter' is misleading. Yes, while that isn't entirely incorrect, I'm not saying the grind should be inherently faster than it already can be in optimal conditions. I'm saying that there should be more accessible means to consistently level that aren't monopolized by finished characters the vast majority of the time. The fact a single person can lockout the entire server from accessing a dungeon is absurd when we have so few of them that lower level players can reasonably use to level.