The_Markie Posted June 20, 2013 Share Posted June 20, 2013 (edited) Since Livestream #8, people have been discussing about the newly proposed "Alert Reward RNG System", and I think that I may have some suggestions to make it even better and less complicated than that: The Tiers: - All the items that can be a reward of an alert will be splitted into different tiers. Here are a few tiers I've thought of: > The Warframe Components (Blueprints): Including the Banshee components, Vauban components and any warframe components in the future that can only be obtained through alerts. > The Customizations (Blueprints): Including helmets and stuff that are related to customization. > The Special Items (Blueprints): Including potatoes, Forma and other special, rare items,... > The Artifacts: Including... ARTIFACTS (SUPRISE!!! :P) How Things Will Work: (Read carefully) (All Event-related, Livestream alerts will not affect this system, as they will be "standalone" alerts) - Each alert will now give different rewards for each individual. There's no way you can tell what the reward will be. - Each tier will have a probability of getting chosen, those probabilities will be pre-configurated (of course) specifically for each tier. - Once a tier is chosen, then one of the items in that tier will be chosen randomly to become the reward of the alert. -> The items will have drop rate inside the tier too, or maybe not if you like it. [Old] - Once a player receive that item as a reward, the tier that contains that item will be blocked. You can't receive any item from that tier anymore. -> The delay for that is up to 24hours (User's own timer) or until more than 50% of the tiers is blocked. -> Once a tier is blocked, the other tiers will take it occupation in probability. [Old] - Once a player receive that item as a reward, that item will be blocked. You can't receive that item anymore. -> The delay for that is up to 24hours (User's own timer). -> Once an item is blocked, the other items will take it occupation in probability. Why Is This System Better: - This system allows the items to have better probability, as they will not all share the same drop tier. - Instead of having 100 items cutting up 100% of drop rate, you'll have less than 10 tiers that will have better probability to be chosen. - Blocking the chance of receiving 2 crappy items in a row. All items now are classified into tiers ranging from "kinda normal" to "usefully good" and eventually "this is what I really want". -> That means if the first time you received an artifact, the next time you do an alert you will not only have no chance of receiving another useless artifact but also the chance of receiving something better. :D - Making the alerts more attractive, more thrilling with real, fair and random rewards. [Old] > You don't have to be afraid if you missed an alert, the reward will still be there for you. And if you can only do 1 alert per day, you don't have to be afraid that you're doing too few because the items in the same tier will not appear twice in the 24h cycle (Your own cycle). [Old] > You don't have to be afraid if you missed an alert, the reward will still be there for you. And if you can only do 1 alert per day, you don't have to be afraid that you're doing too few because the item will not appear twice in the 24h cycle (Your own cycle). Extra Note: - The probability should of the special tiers should be really small to retain the balance to the game. Update 1: Changed the timeouts to only apply on specific items. THANK YOU FOR READING! Edited June 21, 2013 by The_Markie Link to comment Share on other sites More sharing options...
Khranitel Posted June 20, 2013 Share Posted June 20, 2013 Thanks. There are some good ideas in your suggestion. Link to comment Share on other sites More sharing options...
The_Markie Posted June 20, 2013 Author Share Posted June 20, 2013 Thanks. There are some good ideas in your suggestion. Thank you :> Link to comment Share on other sites More sharing options...
Phatose Posted June 20, 2013 Share Posted June 20, 2013 In such a system, time-outs on rewards should be specific to the reward. It takes a minimum of 3 1/2 days to build a frame. The timeout on reactors, for instance, should not be less then that. Will need some major tweaks along those lines. The intent should be to make thing reliably available - but not quickly available. Link to comment Share on other sites More sharing options...
The_Markie Posted June 21, 2013 Author Share Posted June 21, 2013 In such a system, time-outs on rewards should be specific to the reward. It takes a minimum of 3 1/2 days to build a frame. The timeout on reactors, for instance, should not be less then that. Will need some major tweaks along those lines. The intent should be to make thing reliably available - but not quickly available. Updated, thanks for the suggestion :) Link to comment Share on other sites More sharing options...
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