Drop rate

Discussion in 'Accepted' started by Chao6, Nov 26, 2013.

  1. Chao6
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    Chao6 Member

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    I know the drop rate is 2x, but I've noticed that I've been getting equipment a LOT more than if it was 2x. I remember the old real MapleStory, and you didn't get equip drops nearly this fast on 2x with a coupon. If you guys are aiming for a old GMS-like drop rate, I suggest revising the drop chances.
     
  2. Gags
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    You can't really do the "old real Maplestory", we both know that it will be boring.
     
  3. Dustin
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    ^ it will be boring. And impossible.

    The original droptables were never sniffed, so the rates will never be exactly the same. E.g. scrolls may drop more in comparison to equips than they should, because their chance of dropping are just set as higher. Revising this would take A LOT of time, and it still wouldn't be accurate, because no one knows the exact values.
     
  4. Coco
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    Considering this server has been through a wipe and had its rates dropped, uhhh how about no? Oh and the drop rate itself has been dropped more than once technically, it went from 5x->3x->2x.
     
    Last edited: Nov 29, 2013
  5. Chao6
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    That's a matter of opinion.

    I'm not saying it's a problem and has to be fixed, but I'm saying that since this server is obviously aiming to be similar to old MapleStory, this is something they should consider revising. It just gets kind of annoying to have my equip inventory be filled up so quickly.

    Also, I agree that if the drop rates were exactly like old MapleStory, it would take long periods of time to obtain any item you're looking for, and the economy would suffer. Instead of making the drop rates exactly like old MapleStory, I think they should be cut down a bit and made to be more balanced.

    I think if you're looking for, say a maple weapon, it shouldn't take only 5-10 minutes to find it. When searching for any piece of equipment, you can find it fairly quickly, and I think that kind of takes the excitement out of drops. It's not exciting to find a rare equip or a scroll anymore because they're just too common. I mean, tobis are like the 3rd or 4th best throwing star and they're worth something like 25k.

    Like I said, I know this server is 2x drop, but it feels more like 20x, and it's just not exciting or difficult to get cool drops anymore.
     
  6. Manslut
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    I have farmed for 6+ hours for my Maple Dark Mate and I only found one, right in the beginning, that was 5 below average attack. Lower level Maple Weps might have a higher drop rate, but DEFINITELY not all of them are easily obtainable. Getting your potential end game gear is still a real challenge.
     
  7. Chao6
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    Oh, that's good to hear :D

    I'm only level 60 so far in game, so I wouldn't know about high level item drop rates. I assumed it was just as easy to find high level items as low level ones because so many people had elemental wands, and they don't sell for too much.

    So yeah, maybe adjust the lower level item drop rates then (level 1-70)?
     
  8. Lloyd
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    I'm pretty sure the drop rate is 2x, it is probably the rate you kill the monsters affects the likely hood in the equipment dropping. You also gotta consider that the monster you are attacking has more items that drop from it compared to other mobs.
     
  9. Katsuruka
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    Ele wands aren't a mob drop, they're from gacha. And if you really want drop rates for lower level items lowered, first try farming for mystic shields with +6 int or higher - I've been trying to get one ever since the wipe with no success!
     
  10. maple876
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    Maybe when the server reaches a couple thousand people you can lower drop rates. The items : needs ratio works nicely at the moment.
     
  11. Chao6
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    Actually, if you look on websites like http://bbb.hidden-street.net, you'll see that the majority of monsters drop around the same amount of items, regardless of level.
    And yes, I'm 100% positive that the drop rate for this server is 2x. However, that "2x" is relative to the server's normal drop rate. Most private servers have not taken the time to modify the default OdinMS drop chance table in the MySQL database, and since this default data is not accurate to the old GMS, most private servers have very skewed drop rates. I have yet to see many servers that take the time and effort to fix this.

    That's another thing... what the heck is up with being able to get items with extremely highs stats. Back on the old GMS, I know you could get rare equips, but I never got something such as a level 38 magician overall with +9 int. That's ridiculous. I can't tell if this is something the admins of this server did, or if it's just a huge bug they never took the time to fix. In general, this bug severely hurts the worth of many other items. For example, who would want something that normally has +3 int and is level 50 when you can find something with +9 int that's level 30? If this is a bug, I think it should be of top priority to fix. If not, then I think as the server gets more popular the admins should consider removing this.

    That is true. When a server isn't very popular, increased drop and meso rates can be necessary for getting the server up off its feet. However, the current amount of drops I people get just from normal grinding is too much, in my opinion. 2x or maybe even 4x would be good if the drop rates were normal, but they're not.
     
  12. maggles
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    It's the Godly drop function and is not a bug, nor will be removed due to popular vote.
     
  13. John
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    There's 10,985 rows in the monster drops table. If you would like to help tweak the drop chances, let me know and I can certainly provide you with the info you need :D
     
  14. Chao6
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    Meh, ok. I'm not sure why you guys would want this, but hey, it's your server xD

    I'm aware of this, and while you could get accurate drops by modifying every row in the table, that would take a very large amount of time and be inefficient. Plus, it would take even longer to figure out which item matches up to what ID. An easier way is just to multiply certain drops chances by an amount to make the chances more GMS-accurate.
    You could do this by hand, or by writing a program to do it in any programming language that can access MySQL. Since all types of item IDs start with a certain number you can easily tell what kind of item an item is just by looking at its ID. For example, all hats start with 100, so you can multiply the hats by a certain amount in your program. Capes start with 110, accessories start with 101, and potions start with 200, 201, and 202. The list goes on. You can check out this list for details: http://www.gamerzplanet.net/forums/trash-can/312246-all-maplestory-v62-ids.html
    As you can see, it's really not that hard after all if you put the time and effort into figuring out an efficient way to do things.
    Also, I'm pretty sure the drop rates of each item was never revealed, so it's impossible to get a 100% accurate drop rate.
     
  15. John
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    But you are advocating for multiplying the current chance by a certain value. Is that not what is already being done by making drops 2x or 1x or 100x? You are simply multiplying the base values by a multiplier.
     
  16. Katsuruka
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    It isn't a bug; it's known as "Godly Item Rate" which means that an item can have stats which range up to 5 above or below the normal stat range for that item. It was introduced by the admin early on in the server's history, and when it was removed, a lot of us wanted it back.

    When we had the server wipe back at the beginning of October, the admin had it on the list of things that would be removed post-wipe. Once again, a good number of people made it clear that they wanted to keep the godly items.

    The "godly" stats help make regular job class equips actually worth buying/selling/scrolling in cases where they might otherwise be rendered pretty much redundant by bathrobes etc. To me, this is not dissimilar to what Maker tried to do in official MapleStory.

    Decent stats on low level items don't render high level items redundant, as you can get even better stats on the high level items.
     
  17. Chao6
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    No, because changing the entire drop rate obviously affects all drops. Changing the drop rate of just equips or a certain type of item would obviously change it for just that item, and not all drops. I say to multiply the entire category's drop chance because it simplifies things, but that's not the only way to do it. You could go through and just multiply certain level items, or only the important ones. It really depends on what you want. Still, this would take quite some time to do completely, but if you guys want to host a professional, high quality server, you should consider fixing these obvious things

    I understand that a lot of people would want the godly item rates back, because most people who play on these servers only ever want to get high level and overpowered items. That's just the way people work. That's the reason many RPGs now days have beginner level characters do 1000s of damage; to make the player feel good about themselves and like they are powerful. I know that private servers can't be run most of the time without the community funding it, so the owners have to add in these kind of things for support, whether or not they want to. What I'm saying is that I'm personally against this.

    True, for high level items that drop. But what about the ones that have set stats that you can get from things like gachapon? The "godly item rates" don't effect those, and then they are under powered in comparison to the other items that drop.
     
    Last edited: Dec 3, 2013
  18. maggles
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    The godly item rates do effect gachapon.
     
  19. Chao6
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    Well that's good, but what about equips you get from PQs and Quests? For example, the bamboo hats you get form kerning PQ are still +3. What I'm saying is this upsets the balance of the game a bit. It's not that big of a problem, but it's kind of annoying for me.
     
  20. Katsuruka
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    I don't know about KPQ, but the Spiegelmann's necklace from CPQ can also come in "godly" stats. If this isn't currently the case for KPQ rewards, I'd have no objections if those rewards had the godly item rate applied to them.

    Tbh, although the stats are called "godly", in many cases, they're a relatively small but welcome boost. The stuff that helped people become really overpowered (easily available white/chaos scrolls, PACs, BWGs, plus too-easily-created stormcasters/facestompers) at a much earlier point in the server's history is now a lot harder and more expensive to get hold of/make.
     

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