DaftMeat Posted January 27, 2016 Share Posted January 27, 2016 Please note that now any Event Mod dropped by Acolytes will appear with the 'Rare' beacon and only be revealed at mission complete. I'm sure it's not intentional, but that's super-trolly. :3 Link to comment Share on other sites More sharing options...
Sunder Posted January 27, 2016 Share Posted January 27, 2016 "more equalized distribution of drops across the rarities. In doing so, the rate that Uncommon and Rare mods drop has been increased by double, and the rate at which Common mods drop has been reduced." Guess we'll wait for the dataminers to determine if these supposed drop rates are abysmal still or not. As it stands relying on RNG to get limited timed rewards is a HORRIBLE idea that should've been done away with. Regardless if they're being added in at a later date or not. (People are still waiting on other event mods to come back) Link to comment Share on other sites More sharing options...
WolfTitan Posted January 27, 2016 Share Posted January 27, 2016 While the changes to the Shadow Debt event were in the right direction, it still fails to completely address the mod drop rates. The fact that the drop rates are still uneven will cause continued salt towards the event. You made the drop rates more balanced, but they are still unbalanced. Doubling the drop rate of a rare mod increases the chance of getting it from 2% to 4%? It is still illogical to me. Link to comment Share on other sites More sharing options...
DoSShule Posted January 27, 2016 Share Posted January 27, 2016 Ty DE. Link to comment Share on other sites More sharing options...
-Temp0- Posted January 27, 2016 Share Posted January 27, 2016 Please note that now any Event Mod dropped by Acolytes will appear with the 'Rare' beacon and only be revealed at mission complete. Thanks for nothing. It's not like we wasted hours of our lives in vain hopes to get useful mods before that, and you made it ten times worse. Not only made event mods dropable and not a reward for the quest like in all the events before, but now that. Link to comment Share on other sites More sharing options...
krowgun Posted January 27, 2016 Share Posted January 27, 2016 (edited) Ummm are you guys sure you increased the drop rates of the uncommons and rares? Cause it kinda feels quite the opposite. Or is it that the original drop rates were uber bad to begin with that nothing significant happened?? Edited January 28, 2016 by Haldos Language. Link to comment Share on other sites More sharing options...
Tzolkat Posted January 27, 2016 Share Posted January 27, 2016 Yay for hotfixes, and for thwarting the abort-spam. Like several others, I'm wondering whether Torment will be brought back. I didn't even get a chance to fight her before the farmers took her out. Link to comment Share on other sites More sharing options...
d20Modern Posted January 27, 2016 Share Posted January 27, 2016 Nice update. Now i can't get past the launcher. Link to comment Share on other sites More sharing options...
Punisher_v2 Posted January 27, 2016 Share Posted January 27, 2016 btw your turrets are broken you cant get out of them once your in them Link to comment Share on other sites More sharing options...
Odlaner Posted January 27, 2016 Share Posted January 27, 2016 (edited) Talking about stalkers...The Pakal Chest piece ...its not centered on Excalibur's Chest! THEN AGAIn fix the whole armor set XD its all a bit to the left on him now that i tested it further. Edited January 27, 2016 by Odlaner Link to comment Share on other sites More sharing options...
FreshNinja007 Posted January 27, 2016 Share Posted January 27, 2016 (edited) This hotfix should've been part of the initial event run. Here's what DE could easily do to 'fix' this event and regain player confidence. After the final boss is spawned, further Acolytes will appear on designated nodes in Assassination-only mission types and will remain there for an hour whenever they are found. They will ALWAYS spawn on that node. Each Acolyte kill will reward X Ducats instead of the mod itself. These Ducats can be traded in for unique rewards next time the Baro Ki'Teer Void Trader spawns. You have at least a week to add these mods to his sell list and Ducats are already in the game. As a bonus, those who already have the mods they want or don't need the mods can keep the Ducats to buy other things. Adjust the Ducat reward to something like 5 or 10 Ducats per kill, maybe put in a cap at 100 Ducats a day. Whichever you feel is best. And finally. When the final boss spawns, 3 days is not enough. Make it 14 days so that EVERYONE can have a FAIR shot at scanning the acolytes and killing them for mods and killing the final boss mission. DE please....don't let this event be 'the worst ever'. The mods are awesome, some are game-breaking, but the mods can later be adjusted/toned down instead of making RNG on RNG on RNG on RNG like it is now. Edited January 27, 2016 by FreshNinja007 Link to comment Share on other sites More sharing options...
Drag0n0us Posted January 27, 2016 Share Posted January 27, 2016 Is Violence bugged? He dropped a mod but it never showed up in the mission results or my inventory. Kind of a bummer too, since it was the rare mod. Link to comment Share on other sites More sharing options...
viperveteran Posted January 27, 2016 Share Posted January 27, 2016 (edited) Changed the default Common/Uncommon/Rare drop rate system for Acolyte enemies to have a more equalized distribution of drops across the rarities. In doing so, the rate that Uncommon and Rare mods drop has been increased by double, and the rate at which Common mods drop has been reduced. I am a bit confused by this statement. Reading the second sentence in terms of numbers it would be something like this: Rare 2% to 4% Uncommon 10% to 20% Common 88% to 76% But the first sentence would be more like this Rare 25% Uncommon 35% Common 40% Which one is it? Edited January 27, 2016 by viperveteran Link to comment Share on other sites More sharing options...
Eldnacpeek Posted January 27, 2016 Share Posted January 27, 2016 Changed the default Common/Uncommon/Rare drop rate system for Acolyte enemies to have a more equalized distribution of drops across the rarities. In doing so, the rate that Uncommon and Rare mods drop has been increased by double, and the rate at which Common mods drop has been reduced. [size=8]Thank. You. So much.[/size] Link to comment Share on other sites More sharing options...
kennylagenz Posted January 27, 2016 Share Posted January 27, 2016 just completed a defense mission on sedna against angst and didnt get the mod reward Link to comment Share on other sites More sharing options...
Mauv Posted January 27, 2016 Share Posted January 27, 2016 Thanks :) Link to comment Share on other sites More sharing options...
Myscho Posted January 27, 2016 Share Posted January 27, 2016 Well, % drop chance its not that much different Link to comment Share on other sites More sharing options...
Edgedemon Posted January 27, 2016 Share Posted January 27, 2016 I'm not complaining about the Ferrite - Alloy Plate thing, but it seems sort of random @_@ perhaps you didnt have 1000000+ alloy plates, the ferrite can be used for several everyday use items like specters, air support charges and ciphers as such has a higher consumption rate as opposed to the alloy plate. i would rather had polymers but this will do Link to comment Share on other sites More sharing options...
Tzolkat Posted January 27, 2016 Share Posted January 27, 2016 I would agree with you if RNG wasn't that bad. After 100 times trying to get imperator vandal receiver I figured out that 4% can be almost 0% when it comes to Warframe... That makes me wonder if any statistical analysis has ever been done on the drop rates in Warframe. A lot of standard pseudo-RNG algorithms have flaws that cause them to to have uneven distribution. Link to comment Share on other sites More sharing options...
JetstreamAlex Posted January 27, 2016 Share Posted January 27, 2016 Still no fix the issue causing the "Ability Menu" to not close if rebound to LB on X360 Controller!! I lost the count how many time I ask to fix it... :( Link to comment Share on other sites More sharing options...
AM-Bunny Posted January 27, 2016 Share Posted January 27, 2016 perhaps you didnt have 1000000+ alloy plates, the ferrite can be used for several everyday use items like specters, air support charges and ciphers as such has a higher consumption rate as opposed to the alloy plate. i would rather had polymers but this will do Oh - like I started my post out by saying - I'm definitely not complaining about the change. It just didn't seem like one DE had any reason to make. They could have kept it Alloy Plates and nobody would've cared. Link to comment Share on other sites More sharing options...
Skaleek Posted January 27, 2016 Share Posted January 27, 2016 (edited) This is called bad luck and being ignorant of how statistics work. Speaking of ignorant on how statistics work, @ 4% drop rate, 25 missions is not what it takes to acquire the mod. Thats the average it takes to acquire a mod, meaning about 50% chance to acquire the mod after 25 missions. You're looking at more like 15-35 missions as a realistic window, and if you take into account all 5 mods (Im counting torment even though hes now gone), thats 75-175 missions to acquire yourself a set of mods. Thats not a small number. Although im already at 273, so i guess its better than what we had. Well it would be anyways, except we were able to do missions in about a minute due to aborting, now you're looking at having to complete missions. I dont have the data for average mission length or i'd be able to pump out an estimated time to acquire a full mod set. Edited January 27, 2016 by Skaleek Link to comment Share on other sites More sharing options...
[DE]Rebecca Posted January 27, 2016 Author Share Posted January 27, 2016 REGARDING TORMENT: When this post is 33 minutes old, Torment will return. 17:00 p.m EST today will mark this Acolyte's return to allow players to fight them now that we've made fixes to the event flow and such. Link to comment Share on other sites More sharing options...
WolfTitan Posted January 27, 2016 Share Posted January 27, 2016 FOUR PERCENT IS ONE IN TWENTY FIVE. WHICH IS A PERFECTLY REASONABLE DROP RATE. OKAY!? Geez, people and wanting to be hand-fed everything with a silver spoon from a golden platter. So let's say we get a rare core once every 25 runs. 5 minutes per run makes 125 minutes spent to get a rare mod. That doesn't include the acolyte disappearing. And with RNG, it's not a guarantee that you will even get that mod by run 25. Now does it seem reasonable for a timed event? Link to comment Share on other sites More sharing options...
Mazzuco_ Posted January 27, 2016 Share Posted January 27, 2016 This is called bad luck and being ignorant of how statistics work. Bad luck or a drop system that is not optimized. I do know exactly how statistics works, I had Statistics on university. That's why other games have a system which increases drop chances at every time you kill a mob or it have a system which refine drop rates by time. This is a game, not a real life scenario where we have a lot of variables that can't be controlled. Link to comment Share on other sites More sharing options...
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