JG-Zero Posted September 18, 2017 Share Posted September 18, 2017 (edited) I thought of something, there are the drekar butchers, They are the only enemy who can drop condition overload with 0.02% And I thought of how many do you need to kill in order to get condition overload, That would be about 5.000 of them Riven mods have their own "Mision" that is displayed by pressing esc I thought I'd like to have something like that, a tracker that I can set to follow how many enemyes of certain type I kill, or how many times do I use certain skill on certain enemy, how many times did I hit a container to open it And I thought It could be a good idea to have a goal which can be set by the player, for example, killing 5.000 drekar butchers, or 10.000 grineer bombards, or killing with melee 500 times, or dealing 500.000 Damage with X skill, something that the player can set up, and the game will record (I'd like to apologize to every reader, I know my english isnt really good, I just thought that maybe a few people would like this idea enought to give it properly to DE, Thank you for taking the time to read this) Also, I dont know if this is posted in the right place, And I'm sorry about that too :\ Edited September 18, 2017 by JG-Zero Link to comment Share on other sites More sharing options...
InquisitorMaximus Posted September 18, 2017 Share Posted September 18, 2017 (edited) 10 minutes ago, JG-Zero said: I was in uranus chilling farming focus or smh ¯\_(ツ)_/¯ Gosh, this is so triggering lmao The idea of "personal goals" or milestones is really cool, probably not exactly for killing 5,000 Butchers, but in general is cool, it can become a nice mechanic.... PS: I'm intrigued by the way how you calculate the need for killing 5,000 Butchers, if you think about it every single one of those kills will have the same 0.02% of dropping Condition Overload, so it can happen during the first kill or never, all the same =P Edited September 18, 2017 by RubenRosas Finish reading after being triggered by the "I was in uranus chilling" Link to comment Share on other sites More sharing options...
JG-Zero Posted September 18, 2017 Author Share Posted September 18, 2017 3 minutes ago, RubenRosas said: Gosh, this is so triggering lamo why? Link to comment Share on other sites More sharing options...
InquisitorMaximus Posted September 18, 2017 Share Posted September 18, 2017 2 minutes ago, JG-Zero said: why? Just the picture of you chilling in uranus... ¯\_(ツ)_/¯ cool idea tho =) Link to comment Share on other sites More sharing options...
phoenix1992 Posted September 18, 2017 Share Posted September 18, 2017 2 minutes ago, JG-Zero said: why? Or any other frame that can be turned into level 30 aoe slaughter machine. Fun and engaging gameplay. Link to comment Share on other sites More sharing options...
JG-Zero Posted September 18, 2017 Author Share Posted September 18, 2017 13 minutes ago, RubenRosas said: Gosh, this is so triggering lmao The idea of "personal goals" or milestones is really cool, probably not exactly for killing 5,000 Butchers, but in general is cool, it can become a nice mechanic.... PS: I'm intrigued by the way how you calculate the need for killing 5,000 Butchers, if you think about it every single one of those kills will have the same 0.02% of dropping Condition Overload, so it can happen during the first kill or never, all the same =P Each butcher has 0,02% chance of drop for condition overload, at 100 kills that becomes 2% at 1000 kills that becomes 20% At 5000 kills that becomes a 100% Indeed it could drop killing just 1, but that means the next 4999 kills it will NOT drop, AND in case it does, that counts for the next, then, assuming that you got condition overload in the first kill, and then again in the second kill, it should not drop the next 9998 kills (but chances seem to work weird in warframe as far as I know, at least to me, so dont take my word as a rule, I probably misscalculated something multiple times trying to farm so... there's that) Link to comment Share on other sites More sharing options...
Kinetos Posted September 18, 2017 Share Posted September 18, 2017 (edited) 2 things, RNG doesn't track previous rolls. Every roll has the same chances. And the chance to get it will never reach 100%, just get ridiculously close. I don't know the exact formulas, but you can't just multiply droprate by tries. Edited September 18, 2017 by Kinetos Link to comment Share on other sites More sharing options...
InquisitorMaximus Posted September 18, 2017 Share Posted September 18, 2017 1 minute ago, JG-Zero said: Each butcher has 0,02% chance of drop for condition overload, at 100 kills that becomes 2% at 1000 kills that becomes 20% At 5000 kills that becomes a 100% Indeed it could drop killing just 1, but that means the next 4999 kills it will NOT drop, AND in case it does, that counts for the next, then, assuming that you got condition overload in the first kill, and then again in the second kill, it should not drop the next 9998 kills (but chances seem to work weird in warframe as far as I know, at least to me, so dont take my word as a rule, I probably misscalculated something multiple times trying to farm so... there's that) I understand your confusion, however that's not how probability works; you see, every time you kill one enemy some probability dices are rolling, first to determine if the enemy killed will drop or not then to determine what will it drop, this is the moment when the drop chances become important; so, for example, you have chances of getting Condition Overload 5,000 times in a row (even when, of course, that chances are ridiculously low as a probability never the less exist) =) Link to comment Share on other sites More sharing options...
InquisitorMaximus Posted September 18, 2017 Share Posted September 18, 2017 (edited) 17 minutes ago, Kinetos said: 2 things, RNG doesn't track previous rolls. Every roll has the same chances. And the chance to get it will never reach 100%, just get ridiculously close. Indeed; in a random number generation with pseudorandomness like "drop rates" which exhibits traces of statistical randomness while (at the same time) is being affected by a set of deterministic causal rules (namely the drop rates imbued by the developer) you will never actually increase your chances (because the deterministic causality is set, not variable) but you'll be multiplying the case (rolling the dices several times) with exactly the same possibilities every single time. Edited September 18, 2017 by RubenRosas Link to comment Share on other sites More sharing options...
JG-Zero Posted September 18, 2017 Author Share Posted September 18, 2017 I thank you all for correcting me, If you dont mind, I'd like to know what you think about the idea anyway (and if possible if there's anyway I can chance the section of the thread, I read the thing DE put up there, but I thought that this was supposed to be on general discusion because I meant it for DE, and just click on post the thread before reading that I should have putted it on fan concepts, I'd like not to bother DE with this thread in the wrong section, is there anyway of moving it or should I just delete it and make another one?) Link to comment Share on other sites More sharing options...
Kinetos Posted September 18, 2017 Share Posted September 18, 2017 I like the idea. Kind of like setting up your own achievements. Link to comment Share on other sites More sharing options...
InquisitorMaximus Posted September 18, 2017 Share Posted September 18, 2017 Yep, I like the idea as well, it will add a different sense of depth to the game and would be nice to even share our goals with friends or clan mates =) Link to comment Share on other sites More sharing options...
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