Change the drop rate? (in General)


Solare June 12 2009 9:56 AM EDT

I stated this post at the end of the thread concerning new items dropped via battles:

"Not a big fan of the drop rate.

If I received a prize every 2000 fights or so, I'd feel better about the change. But, so far, this has done nothing but inhibit me from paying off my debt.

While I'm not happy about it, there's really not much I can do about it, except state suggestions for change.

I think it shouldn't be percentage based (unless its significantly increased), but perhaps # of fights based? Say every 2500 fights you receive a prize. It will certainly encourage people to fight more, and perhaps stick around. Obviously this would have to be adjusted for 7/10, 8/10, 9/10 and 10/10."

I decided to re-post this to see what people thought of the matter.
I have yet to receive any prizes from this new system, and as I've stated above, it has inhibited me from paying off debt--for all of those wondering why I've decided to post this thread.

Any thoughts? I'd like to hear feedback as to how many people are enjoying this change or on the flip-side, those who despise it.

Untouchable June 12 2009 10:04 AM EDT

2500 Won fights.
But yeah this is reasonable

Thak June 12 2009 10:11 AM EDT

I agree that something needs to be tweaked with this new change. I do like the idea just think it needs tweaking from its intial implementation.

To change the drop rate i would suggest a token of sorts which flags your char for the drop that gets passed around from char to char. Kinda how a token net works. The token will only stay with a char till they get the drop before it is passed on or lets say 24 hours also before it is passed on this will counter people that dont log in often either as it will only stay with there char for 24 hours i.e.

Ideally i would just try the simplest way first of changing the 20% cash loss to something a bit less extreme.

QBRanger June 12 2009 10:44 AM EDT

Yes,

Every 2500 wins gives you a Katana. With 3 and trade up for a Mithril Cuirass. 3 Mithril Cuirasses gives you a set of CML, etc.... Just like an amusement park :) <---- Notice the smiley face!

Whoopie!!!

Again,

I would rather have the steady income. So I can pick and choose what rares I buy with my money.

Instead of finding rares that almost all the time I would not need and have to go through the process of selling it.

miteke [Superheros] June 12 2009 10:54 AM EDT


I was thinking... It is becoming increasingly and painfully obvious that the drops are not going to make up for the loss of income, so how could this thing be made into a positive change?

Why not invent a few rares or something unique that are ONLY available via a drop?!

That would definitely make up for it in my mind. I was thinking along the lines of a blessing that ran out after a month on the character or a single minion. Perhaps a holy symbol that went in the amulet spot. Or a trophy (not represented as a physical object, but as a title on that character) that increases popularity and perhaps rewards. Perhaps an object held by the character that did not need to be equipped (a character object instead of a minion object).

You get the idea. Make the drops *special*.


Marlfox [Cult of the Valaraukar] June 12 2009 10:55 AM EDT

*cough* Blood Vials *cough*

miteke [Superheros] June 12 2009 10:59 AM EDT

Another thing that would be nice is something to make a character unique and special. Right now you can buy any old character, retrain it, move your equipment over and *poof*, like dehydrated coffee, you have your old character again.

What if characters earned titles or items (like the trophy I mentioned) that could not be transferred. Something - anything - to make each character a one-of-a-kind.

miteke [Superheros] June 12 2009 11:00 AM EDT

sorry - don't know of these blood vial thingies. Must be a inside reference.

Demigod June 12 2009 11:01 AM EDT

Mikel's idea made me think of adding CBD to the list of possible finds -- as in, you might win a rare or $100k-1000k.

Admindudemus [jabberwocky] June 12 2009 11:02 AM EDT

i do not know all of the reasons why jon made this change, but perhaps the drops were not supposed to make up for all of the rewards lost. with the old system, the devs really couldn't control how much cash leaves the system and market prices (which is in part determined by liquid assets as well as supply and demand) actually played the biggest part in the amount of asset shrinkage.

with the new system, the devs can finely tune how much cash enters the system rather than depending on market factors to determine how much leaves it. they are in total control this way as opposed to before.

this is one reason why i expect all of the rares to move to drops and all of the asset control being implemented through reward tweakage.

Demigod June 12 2009 11:02 AM EDT

ugh, Miteke, not Mikel. Typos are fun.

Talion June 12 2009 11:04 AM EDT

Haven't received one single drop yet.

smallpau1 - Go Blues [Lower My Fees] June 12 2009 11:48 AM EDT

As i stated in Rangers thread:

Why not make it like an actual game where there are normal drops as well as rares. THe normal drops you could just sell to the store for profit, that would be the way the store stays full for new players, instead of spawning straight to store. This would mean bigger inventory limits. But it would help with higher rewards everyones complaining about, giving them a little bit more of a cash flow, they just need to go sell all the normal items, they cant sell in auctions, to the store.

Solare June 12 2009 3:06 PM EDT

{cb1}smallpau1 I like your idea. I think it makes a great deal of sense. But making sense and actually being initiated are two different things. I'm sure if enough people were to agree, on say, a poll, something might be done about it.
That's what I would suggest. I think your idea is better than mine, honestly.

Goodfish June 12 2009 7:45 PM EDT

*cough* Blood Vials *cough*

Soul Eater June 12 2009 8:20 PM EDT

All I know about this change is that I haven't gotten squat and I NEED my CBD back.

AdminTal Destra June 12 2009 9:25 PM EDT

*cough* Blood Vials *cough*

BootyGod June 12 2009 9:40 PM EDT

For those of you confused:

http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=002gvP

Demigod June 12 2009 11:48 PM EDT

The blood vials notion opens the doors of creativity quite a bit. It could also be a consistent way for Jon to gift CB T-Shirts.

TheHatchetman June 13 2009 4:52 AM EDT

I play another game that is almost entirely based off of item drops... It's got an amazing economy that is built up, then crashed within a couple of weeks and then reset every so often when the market is so flooded with everything that it's next to impossible to progress...

We *could* boost the drop rate so as to give players the added joy of getting several drops in a short span... But then be prepaired to start measuring your time with CB in "rounds" as opposed to years.
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