Hidden RNG layers and frustrating loot

When showing loot tables, the game likes to pretend all the things in one category have roughly the same value. I mean, it’s what a new player would expect, right?
When they see this: image ,
it looks fairly straightforward: 2% to get a great item, 98% to get a good item. Except what they don’t know is that out of those 98%, there is a certain percentage of actual valuable things, and another - of what is perceived by anyone playing for more than a few months as a steaming pile of crap.

How about we don’t hide behind an arbitrary term like “3* ascension material” that will still make us separate between the two kinds in features like the alchemy lab?
Why not split those into farmable 3* materials, unfarmable 4* materials (capes, blades etc. used for 4* heroes) and unfarmable 5* materials (current 4* mats)?
This would make the loot tables much more honest and solve another problem:

Frustrating loot.

How many times do people open a chest with supposedly “great” rewards, and with a small visual fanfare receive an orichalcum nugget, a scabbard and a chainmail shirt? How many times do people get the same result by getting an A+ result on a 12* rare titan?

No one is falling for this trick, game, nobody counts a meteor fragment or tall boots as a decent substitution for unfarmable mats. Separate these, let the player know they just didn’t roll anything good. Be honest!

For what it’s worth, I’d propose to eliminate crafting mats from the elemental/war chest loot tables. Getting a single nugget feels like more of a slap to the face than getting one less item in drop.


A post was merged into an existing topic: Ascension Items are too Rare

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