Avesther
New Member
There are a few different types of grindcrafts out there.
Quest items:
Give items a drop rate and require fewer of them.
Give items a higher drop rate (ie...90% or higher) and require more of the item.
Boss drops:
Total random based on the complete loot table
Total random based on contributing factors in the group
Gauranteed drops.
Blizzard when it comes to drops is 100% random. Live with a streak of no drops for the idea that something else will do nothing but drop, needed or not, based on the entire loot table. This is the easiest to program, causes the most frustration.
But if they can track whether or not you have a quest to cause a quest item to be added to the possible drops, then they have the ability to track other attributes in a group to determine the best table make up to draw drops from.
Secondly, why can't certain drops be guaranteed? ie...the tokens for the teir sets. All 25 mans drop 3 tokens, all random. Why not 1 of each of the three tokens so all nine classes have an opportunity? It can and does happen that the tokens that do drop are not required. So two are being thown out and only one given away. Might as well have had only one drop.
As for personal\group make ups it would not be hard to include a database on each each person and each possible drop from bosses and mobs that they have encounterd in say the last 14 to 28 days (based on a weekly schedule) and the determine a probability distribution from that. Say I've been to Scholo 23 out of the last 28 days and the Devout crown hasn't dropped, then the probability of it droppoing should be increased relative to others who have seen others drops to a point where it is almost a gauranteed drop.
Its one thing to say you are gauranteed a drop once a month and keeping playablity, and onother running Scholo for months on end day after day and because of bad luck never seeing a specific drop.
Even if programing individual distribution probabilities is cumbersome, another method can be that on a monthly basis you input the gear that you would like based on the content accessable to you (ie...if you haven't been in BT, BT isn't an option to choose gear from) and then when you enter that content, the probability of that drop is increased relative to other less wanted drops in the group. ie...if 4 priests put in they want a specific healing wand and 2 rogues put in a dagger and 1 druid puts in a wrist piece that all drops off the same boss, the wand has 200x better chance to drop over the dagger and 400x better then the wrist piece but if those are the only three things picked from that boss, then only those three things will have a chance to drop, not any of the stuff nobody picked. And if the boss normally drops two items, the chances are both will be used and not sharded.
bah,
Quest items:
Give items a drop rate and require fewer of them.
Give items a higher drop rate (ie...90% or higher) and require more of the item.
Boss drops:
Total random based on the complete loot table
Total random based on contributing factors in the group
Gauranteed drops.
Blizzard when it comes to drops is 100% random. Live with a streak of no drops for the idea that something else will do nothing but drop, needed or not, based on the entire loot table. This is the easiest to program, causes the most frustration.
But if they can track whether or not you have a quest to cause a quest item to be added to the possible drops, then they have the ability to track other attributes in a group to determine the best table make up to draw drops from.
Secondly, why can't certain drops be guaranteed? ie...the tokens for the teir sets. All 25 mans drop 3 tokens, all random. Why not 1 of each of the three tokens so all nine classes have an opportunity? It can and does happen that the tokens that do drop are not required. So two are being thown out and only one given away. Might as well have had only one drop.
As for personal\group make ups it would not be hard to include a database on each each person and each possible drop from bosses and mobs that they have encounterd in say the last 14 to 28 days (based on a weekly schedule) and the determine a probability distribution from that. Say I've been to Scholo 23 out of the last 28 days and the Devout crown hasn't dropped, then the probability of it droppoing should be increased relative to others who have seen others drops to a point where it is almost a gauranteed drop.
Its one thing to say you are gauranteed a drop once a month and keeping playablity, and onother running Scholo for months on end day after day and because of bad luck never seeing a specific drop.
Even if programing individual distribution probabilities is cumbersome, another method can be that on a monthly basis you input the gear that you would like based on the content accessable to you (ie...if you haven't been in BT, BT isn't an option to choose gear from) and then when you enter that content, the probability of that drop is increased relative to other less wanted drops in the group. ie...if 4 priests put in they want a specific healing wand and 2 rogues put in a dagger and 1 druid puts in a wrist piece that all drops off the same boss, the wand has 200x better chance to drop over the dagger and 400x better then the wrist piece but if those are the only three things picked from that boss, then only those three things will have a chance to drop, not any of the stuff nobody picked. And if the boss normally drops two items, the chances are both will be used and not sharded.
bah,