DarkLink64 921 Report post Posted October 3, 2019 (edited) Normally a monster has 3 drops. This isn't set on stone, there are some that can have just one drop or even more than 3, but for the vast majority of monsters, it works that way. When you kill a monster, each drop represents a random number generated by the server, and the item is based on the generated number. For example, when you kill a monster and it drops Gold, Potion and nothing else, that means you got all your 3 drops - the last one was "air", that means, the number generated represents nothing, no drop at all. Gold has a special interaction, it can't be dropped more than one. So, if you get yourself 3 gold drops, it instead will drop just one gold and 2 airs. You can raise the aumont of drops with the following features: When you're in a Party, each additional player besides you, adds 20% chance of an extra drop. That means, if your party has 4 players, you have 60% chance to get 4 drops instead of 3. On a full party of 6 members, you'll always have 4 drops instead of 3. When you get yourself a 3rd eye, instead of 3 drops, you'll receive 4 drops. If you're on a party of 6 players, you'll receive 5 drops. Double Drop Event. Instead of 3 drops, you'll receive 6 drops. I have yet to confirm if Double Drop event doubles the additional drop from Third Eye and Party. Nevertheless, there is garanteed 8 drops in an Double Drop event if you have both Third Eye and a full Party, and a theoritical 10 drops that I have yet to seek proof. The drop list and drop chance is something not public at the moment. And I suggest that it could be made public.How drop is, well, dropped on the screen of a player? Against normal monster, spawned in a natural way, Drops have a visibility priority/penalty system. Whoever hit it first, and keep dealing damage, will have a Drop Priority of a few seconds. Can't be precise, but you have near 4 to 5 seconds of priority. That means, nobody except the first player to hit, can pick the drop withing that time period. If you're still within the drop priority time period, you pick a drop but you're full or overweight, it will be dropped again and fully visible to everyone else, regardless if you still have some remaining seconds of priority. Anyone that haven't hit the monster or hit it later, will have this 4~5 Drop Penalty time period. Players within a party doesn't have Drop Penalty if a player from the Party actually killed a monster and had it's Drop Priority. That means you can steal your party members drops. Don't do that! I would suggest to add Drop Penalty even to party members. (After i've suggested it so many times for so many years!!!) Summoned monsters by GMs have a default setting of public drop. That means, regardless if you never actually hit a GM-Summoned monster, you'll see it's drop right after it dies. However, GMs may decide to give Drop Priority or not when summoning monsters. Boss Drops has a very different mechanic. In order to see drops from Super Bosses (check Monster Guide Section), you'll have to reach a certain percentage of damage. The exact percentage is unknown, but it is rumored to be 2% of the Boss Max HP. That means, if a Super Boss has 1000 max HP, you'll have to deal at least 2% of that value, that means, a total of 20 points of damage. There is also a different mechanic to decide Drop Priority: If you die to the Boss and restore it's health (like all Super Bosses does), you'll have a second of Drop Penalty for each death. If all players that dealt 2% of damage and they haven't died, at least to the Boss itself, they all will see the drops on the almost on the same time. Unfortunately the game gives a unfair advantage to players with low ping values, because they'll see the drop first than anyone else that lives far from the server's data center. If an elegible player to see the drop actually died a couple of times, he'll only see the drop after his Penalty time. If you die to the Boss Minions or a different monster, you won't regen the Boss neither has a Drop Penalty. A party share the same damage threshould: If anyone within the party gets the 2% damage, everyone will see the drop. However, if a party member dies to the Boss or doesn't interact with it at all, he/she will have a Drop Penalty. Everyone else in the party will see the drop without penalties. Edited October 3, 2019 by DarkLink64 4 Share this post Link to post Share on other sites
CLA250 147 Report post Posted October 3, 2019 Hmm great article but how accurate is the part regarding the drop penalty? For example when I go Draxos, I am the only one doing damage on my side. The mech is tanking while in a party with 5 archers. Mech still loots faster than me sometimes. According to your guide, I should have a 1 second advantage right? Thanks Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted October 3, 2019 (edited) 13 minutes ago, CLA250 said: Hmm great article but how accurate is the part regarding the drop penalty? For example when I go Draxos, I am the only one doing damage on my side. The mech is tanking while in a party with 5 archers. Mech still loots faster than me sometimes. According to your guide, I should have a 1 second advantage right? Thanks Drop Penalty isn't verified, it is speculated based on my experience and from some friends aswell. So it isn't 100% accurate. In your example, it is covered on the guide. " A party share the same damage threshould: If anyone within the party gets the 2% damage, everyone will see the drop. " However, the player has to interact with the Super Boss, and a Mech does so by pulling his aggro with Compulsion, receiving it's damage and dealing small but constant damage passively with Magnetic Sphere. If each Archer reached the damage threshould and they haven't died once to Draxos, the only reason the Mech see the drop 1 second faster is because he has a fast internet speed and lives near the server's datacenter. Nothing can be done to avoid this unfair advantage. Computer performance also affects aswell, but not that much. If your game FPS is way bellow 60 FPS, you'r computer will have a bigger latency to display the drop on the screen aswell. IF the Mech client is running 60 FPS or more and your's is running at 30 FPS, actually the Mech can see the drop twice as fast as you, due to frame latency. A perfect 60 fps has a latency around of 16.7ms, while a perfect 30 fps has a latency around of 33.3ms. It may see a lot, but one second is made of 1000 miliseconds (ms), so the difference isn't that much, but a lower FPS will make mouse clicking harder. Edited October 3, 2019 by DarkLink64 Share this post Link to post Share on other sites
MadTale 763 Report post Posted October 3, 2019 5 minutes ago, DarkLink64 said: Drop Penalty isn't verified, it is speculated based on my and some friends experience. So it isn't 100% accurate. In your example, it is covered on the guide. " A party share the same damage threshould: If anyone within the party gets the 2% damage, everyone will see the drop. " However, the player has to interact with the Super Boss, and a Mech does so by pulling his aggro with Compulsion, receiving it's damage and dealing small but constant damage passively with Magnetic Sphere. If each Archer reached the damage threshould and they haven't died once to Draxos, the Mech see the drop 1 second faster only be he has a fast internet speed and lives near the server's datacenter. Nothing can be done to avoid this unfair advantage. there is a possible solution for internet speed giving unfair advantage bro and we have it in HG > tradable boss scrolls. ? Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted October 3, 2019 (edited) 17 minutes ago, MadTale said: there is a possible solution for internet speed giving unfair advantage bro and we have it in HG > tradable boss scrolls. ? There are MANY possible solutions for that, and i've suggested it a lot of times. Tradable consumables is one of them. But I'd rather do it based on modern games: Every player that was elegible to see the drop, will get a Boss Box. The content of the Boss Box will be calculated server side, based on CURRENT drop System. If the killer had all the Drop boosts available, 8 drops will be generated. If, lets say, a total aumont of generated Boss Boxes was 30, these 8 drops will be distributed randomly to 8 of these 30 boxes. Once a box got one of the drops, it isn't elegible to get a second drop. So, each box can only have 1 drop of the Boss. That means it is possible for Boss Box to not have any of the Boss drops. That's the price to pay for a fair system. Aditionally, non-boss drops could be always inside of the box, as a reward of participating on the Boss Killing, so, at least everybody will receive something. It can be event items, forces, buffs, etc. If the aumont of generated Boss Boxes are lower than the total aumont of generated Drops, for example, 8 drops was generated and actually just 3 players was elegible to get the Boss Box, these 8 items will be divided in 3: 3 drops for first box, 3 drops for the second box, and 2 drops for the third box. The box with lowest drop aumont could be generated to the lowest DPS player, and the box with the highest aumont of drops will be given to the highest DPS player. That system is fair for everyone. On normal circumstances, it will be 100% luck, since the server will decide randomly who receive the drops. On very rare circumstances, like in the case of more drops than actual elegible players, the player with highest DPS will be awarded with a extra drop. That way nobody will be ever able to monopolize bosses, and deaths will be a REAL penalty. Edited October 3, 2019 by DarkLink64 2 Share this post Link to post Share on other sites
MadTale 763 Report post Posted October 3, 2019 1 hour ago, DarkLink64 said: There are MANY possible solutions for that, and i've suggested it a lot of times. Tradable consumables is one of them. But I'd rather do it based on modern games: Every player that was elegible to see the drop, will get a Boss Box. The content of the Boss Box will be calculated server side, based on CURRENT drop System. If the killer had all the Drop boosts available, 8 drops will be generated. If, lets say, a total aumont of generated Boss Boxes was 30, these 8 drops will be distributed randomly to 8 of these 30 boxes. Once a box got one of the drops, it isn't elegible to get a second drop. So, each box can only have 1 drop of the Boss. That means it is possible for Boss Box to not have any of the Boss drops. That's the price to pay for a fair system. Aditionally, non-boss drops could be always inside of the box, as a reward of participating on the Boss Killing, so, at least everybody will receive something. It can be event items, forces, buffs, etc. If the aumont of generated Boss Boxes are lower than the total aumont of generated Drops, for example, 8 drops was generated and actually just 3 players was elegible to get the Boss Box, these 8 items will be divided in 3: 3 drops for first box, 3 drops for the second box, and 2 drops for the third box. The box with lowest drop aumont could be generated to the lowest DPS player, and the box with the highest aumont of drops will be given to the highest DPS player. That system is fair for everyone. On normal circumstances, it will be 100% luck, since the server will decide randomly who receive the drops. On very rare circumstances, like in the case of more drops than actual elegible players, the player with highest DPS will be awarded with a extra drop. That way nobody will be ever able to monopolize bosses, and deaths will be a REAL penalty. that's a flawless logic. i've made a full suggestion regarding to end game bosses in another topic, and after many hours of mind storming i went to very similar ideas compared to yours. Share this post Link to post Share on other sites
ik3r 895 Report post Posted October 4, 2019 nice job, but i think is more then 2%. Back to my exemple of boss Valento, is not possible a 15x ks kill 99% and my prist only 1,9999% (if i dont see drop, i kill bellow the 2) .... @Wartale can you confirm this or tell me where i can find this info? Share this post Link to post Share on other sites
JayTrixie 0 Report post Posted October 4, 2019 can i ask what will i do when i log in my acct. it always say that your computer time is not correct plss fix. but my time in the philippines is correct Share this post Link to post Share on other sites
FenrirLB 7 Report post Posted October 4, 2019 I think some of you guys struggle to understand that this Game was released 18 years ago in Korea and the loot system was very normal back then. If you want to get Boss loot, you gotta get the Boss alone or deal massive damage - Usually you even had to do MOST damage to get the drop. Here, they don't make it visible, which isn't a bad thing. Nothing is more crushing to motivation than seeing the item you always wanted drop but someone else picks it up. If you don't deserve it, you don't see it - And that is fine. Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted October 6, 2019 On 10/4/2019 at 9:29 AM, FenrirLB said: I think some of you guys struggle to understand that this Game was released 18 years ago in Korea and the loot system was very normal back then. If you want to get Boss loot, you gotta get the Boss alone or deal massive damage - Usually you even had to do MOST damage to get the drop. Here, they don't make it visible, which isn't a bad thing. Nothing is more crushing to motivation than seeing the item you always wanted drop but someone else picks it up. If you don't deserve it, you don't see it - And that is fine. This is what actually happens right now, if you do not interact with the Super Bosses, you won't see the drops. However, if you and many other players interacts to fulfill the requirements to see the drops, the player with faster internet connection speeds and closer to the server datacenter has a massive advantage, because they'll see the drop first than anyone else for obvious reasons. Share this post Link to post Share on other sites
FenrirLB 7 Report post Posted October 6, 2019 7 hours ago, DarkLink64 said: This is what actually happens right now, if you do not interact with the Super Bosses, you won't see the drops. However, if you and many other players interacts to fulfill the requirements to see the drops, the player with faster internet connection speeds and closer to the server datacenter has a massive advantage, because they'll see the drop first than anyone else for obvious reasons. Item Drops should be locked to those who dealt most damage anyway, or, if those Bosses are supposed to be free for all, everyone should see the drops. It kind of goes some weird in between way of saying "yeah, everyone CAN loot" but "no, only the hardest hitters can SEE loot". Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted October 6, 2019 4 hours ago, FenrirLB said: Item Drops should be locked to those who dealt most damage anyway, or, if those Bosses are supposed to be free for all, everyone should see the drops. It kind of goes some weird in between way of saying "yeah, everyone CAN loot" but "no, only the hardest hitters can SEE loot". No and no. IF all drops go to the highest damage dealer, only Archers will be able to see the drops and the highest level one will see them. Share this post Link to post Share on other sites
FenrirLB 7 Report post Posted October 6, 2019 (edited) 3 hours ago, DarkLink64 said: No and no. IF all drops go to the highest damage dealer, only Archers will be able to see the drops and the highest level one will see them. Fair enough, it's a problem many games have - where the Damage Dealers end up with the loot. On the other hand, everyone is free to make any class they want. In the end, you are looking for the perfect solution for YOUR playstyle. It's not about making a system that doesn't penalty you for your ping, but you are looking for a system that gives you the loot. The thing is: You are free to create an Archer and level it for Bosshunting. You can't fix your ping though. So I think my solutions are as fair as they can get. Edited October 6, 2019 by FenrirLB Share this post Link to post Share on other sites
DarkLink64 921 Report post Posted October 8, 2019 (edited) On 10/6/2019 at 3:27 PM, FenrirLB said: Fair enough, it's a problem many games have - where the Damage Dealers end up with the loot. On the other hand, everyone is free to make any class they want. In the end, you are looking for the perfect solution for YOUR playstyle. It's not about making a system that doesn't penalty you for your ping, but you are looking for a system that gives you the loot. The thing is: You are free to create an Archer and level it for Bosshunting. You can't fix your ping though. So I think my solutions are as fair as they can get. I play Ragnarok and i'm very aware of MvP System. Basicly if your choice isn't a GX, you're screwed. You can only satisfy yourself hunting not-so rare cards on easier and less important MvP bosses. Also if youre GX yourself you'll still loose to the highest leveled and better geared. If that system translate to Wartale, if the first 3 characters that got Lv 160 decides to do boss hunting, they'll get ALL the items from ALL bosses. These 3 characters have a 160 weapon, that, on top of a different skin, they have +5 attack power based on the latest weapon. So, even if you match their level, you will NEVER be able to outdamage them. Doesn't matter what is the strongest class, you'll never ever be able to get a drop if these guys are hunting with you. We want a Boss System that is AGAINST boss monopolization, and making the boss a MvP system, will make it even more monopolized. No and no. Edited October 8, 2019 by DarkLink64 Share this post Link to post Share on other sites