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Item reward rework


McMr11011
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I have noticed that there are a few problems with the current item reward system for survival, spy, sabotage, defence and interception mission. The problem is that the chance of getting a certain reward is fixed, while this is good for farming it means that if someone is trying to get a part for something it could take a player to do the mission once to get the wanted reward or take forever to get the reward.

Eg: Orokin Derelict survivals have a 22.56% to get Octavia neuroptics to every C rotation. There is a 77.44% chance not to get them not to get them every rotation and as a result it could mean that the player has to do a lot more that 4-5 (as it says on the wiki) rotations to get them. In my case it took about 25 C rotations to get them.

My idea makes it impossible for there to be chance to never get a desired reward.

The idea is that If someone is doing a survival mission and gets reward a, then the chance of that relic dropping is slightly decreased and the other drops are slightly increased, This would stack outside of missions (but only for that specific mission) to decrease the chance of constantly getting the same/ getting an unwanted reward. Although it would mean that 'Rare' items would become less rare, one fix is that for rare items the DC that is increased by is smaller then that for uncommon, and the same for uncommon to common, and once it is dropped it's DC is reset to the original value.

To deal with playing with others one solution is to take a average of the 2-4 players' individual drop chance for X reward and make that the DC for them all temporally for that mission and after the mission is done the DC revert to the values before an average was took. And increase or decrease the DCs for the respective rewards. This isn't perfect as it can lead to the combined DC for all rewards not adding up to 100%. 

One solution is explains in the example below. 

Eg: There are 4 Rewards. Reward A and B have a DC of 25%, Reward C has a DC of 35%, Reward D has a DC of 35%. The total DC is 120% so we take the extra 20% and divide it by the total amount of different rewards, so in this instance you do 20/4=5, then we take 5 off the DC of each reward.

If it adds to be lower than 100%, you take the 'unused percent' and divide it by the total amount of possible rewards, then add that number to the DC of each reward

DC = Drop Chance

Pros and Cons:

-May make farming certain rewards (Eg Relics) harder due to chance of the item dropping decreasing if it was rewarded 

+It removes the possibility of never getting the desired reward.

+It means newer players don't quit as it can get annoying very quickly to constantly grind to get something

Please suggest and give constructive criticism 

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4 hours ago, McMr11011 said:

+It removes the possibility of never getting the desired reward.

It's statistically impossible to never get something you want. This just makes it very easy. The game is built on grinding. Find a goal and set out to get the resources, find the blueprints, find the parts, build it, mod it, rinse and repeat.

Get rid of the grind and there isn't anything left. It's the main drive of the game, something shiny is just over the horizon.

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