Hi, friends around me are quitting more and more because for whatever reasons everything we done are without rewards. (VERY BAD DROP RATES) IMO RNG-ness in this game is too much and it can be very discouraging for people who are on the wrong edge of the normal distribution. For this i would like to propose a revamp to drop rates to be increased each time a player roll-ed a bad drop and reset after something rare appeared. So we know we would eventually get something good out of what we do. p/s : i got 0 cs from gacha since august last year so i switched to kerning in the last months, nothing good yet. F2
Are you sure this is not just a plot to make us implement support for dummy scrolling? Joking aside, some games like Warcraft III did this for skills with %-based proc rates. I don't see this as very feasible to implement as we would need (actually, I haven't given it too much thought) to keep track of the amount of times you didn't get a specific item with a specific drop rate, from a specific source. Maybe someone can think of a genius way to accomplish this, but even then, the scope of the project seems too large for the benefits it brings, as in the end, the chance to get each item wouldn't increase on the whole. If you ask me, it makes sense in a game like Warcraft III where no one but the individual player is punished by the randomness, but not so much in MapleStory where it would have no effect on the server-wide market as a whole. After all, you can just buy these items from other players using a currency which doesn't really involve much RNG to acquire. I don't particularly enjoy RNG myself, and would prefer to see more reliable but grindy options to get certain items-- similar to crafting Dragon Weapons in Leafre, vs. farming them from Horntail.
Hey joong, the droprates is indeed quite low at some places though. I grind for an hour at ToT and collect like 5-10 eqs. Was thinking if there can be some drop rate buff so its easier to farm eq to npc as oppose to selling leech for mesos.