Can Kano please explain why some are getting a better rate of drops than others? Take this for example. 15,092 Mummy Mateys level 75 spinix i just killed. Ben will post how many he has in a bit but my boss is 2 levels below his and i got more drops?????
11,390 Mummy Mateys and thats for killing a level 77 spinix boss i just killed... now that really sucks he gets more for a less level one ...come on kano whats up with that one ??? really like to have an answer on this one please...
Im sure u already know this but drops are awarded based on a predetermined percentage of chance. For example....if its a particular boss has a drop rate of 45% chances of a drop it doesnt mean two diff players are going to get them 45% of the time....not over the short haul anyways. The number will draw closer to 45% in time with the more u hit it. Its also important to note that skill point allocation also plays a big role. If two player are hitting the same level boss ( each hitting their own same level boss) the results in regards to drops can be very much different depending on how much more or less damage one is doing to the boss per hit. If one player is much stronger attack wise....they are doing more damage and killing their boss in fewer hits which allows for less opportunity for drops. Like everthing else in these games there is a trade off. The higher attack may get more XP (to a certain point)but they will get less drops. It is kind of screwy...personally I think that the drop rate should climb with the strength of ones account....not stay the same indefinately
i dont care how you put it pimp but there is some thing big time wrong here... i have helped tp in building his game for some time now ... we have about the same and for me being a higher level than he is and have more att and def than he dose i should have more drops than him ... but as you see not... o yea there is some thing wrong here...
Ben...If you have a more attack than TP then you are doing more damage per attack to the boss than he is. If u are doing more damage per attack then u r killing the boss in less attacks. Less attacks equals less opportunity for drops. Understand?
it should be the harder you can hit it the more chance of drops you can get out of it... i take 99% of my bosses out myself and some all of my higher bosses are way higher than tps and he has more drops than me no there is some thing wrong here...
it sure makes me feel like i have been rip off and for how long ... its sure is nice to no for the higher levelers you get less for your build... and i biuld my game for bosses ... and on the other games too...
I would say Polish has pretty much nailed this. The drop rate is the same for everyone in that you have the exact same chance of dropping the item from one attack to the next. So if you are doing more damage per attack this equates to less attacks needed to kill the boss which also means less chances to drop the item for that boss instance. By no means did we intend this to "rip off" high level players or any player for that matter. This is just the nature of how this beast has been operating since bosses were introduced. This would be tough to modify now without balancing any of the changes retroactively which is a huge ball of wax.
I have over 4k more drops than Ben on this particular boss and his boss is 2 levels above mine. Yes you have screwed over the high levels big time by how this is coded. It really should be more damage the more drops not the other way around. That message that says raise your health to dish more damage and raise your attack to dish more damage shouldnt be there as that gives you less drops and is very misleading. So maybe no one should raise there health since theyll get less drops. Ben will also tell you he hasnt thrown a penny in the game for about 2yrs now since you guys continue to screw him over time and time again. Code should change gradually to where if your dishing heavy damage you get rewarded with more drops not screwed over like its set up now. How did the brains at Kano not figure that one out? Think that brainstorm knocked out a few lights.
yea i understand weaker build more drops out of bosses mean you will have to buy davy points to be able to buy refills of stamina to take your bosses out... so thats why its the way it is... its all about money... your right tp i have not put a red cent in the game i seen it back then when they couldnt keep up with the higher levelers in the game... its so nice to no at my level im really not that much stronger than player at 7000 levels and up... then kano really wants to no why im not a happy camper... so as i said before i set at a empty table because kano can not bring anything to the table for the higher levelers... that is on all there games they are so far behind times on that matter... so when kano ???
Pretty much nailed it. Kano wants everyone to be able to catch up so they refuse to reward the highest level. The highest of levels are screwed there as well since we're really not that far over a level 7000 since were held back. Highest of levels should have locations a 7000 cant get into yet. Sure we have more skill points and very little more we can craft than a level 7000 but its not much at all. A joke really. It really is wrong how this is going. Kano refuses to keep these games up to par with the highest of levels. Just another way to screw us over. That last boss(magma shark) is pretty much worthless to me already. Soon itll have no use as the drop isnt craftable. Nothing but a big joke.
I completely agree that the highest of levels are getting screwed in most aspects of the games . I also feel that Kano should do something to compensate for this. But with this particular example I dont think u can simply change the drop ratio after the fact, it would be an extremely tough thing to correct in a fair way. Like Smack said...its been like this from day one of bosses...I pretty much had all this figured out from day one(im actually surprised I had to tell u this after all this time), and still made the choices I did because I figured it was just another trade off decision that had to be made, for me I feel it was the right decision. It works out great for the def minded builds....but the trade off is that u will suffer in one aspect of PVP....its your choice like everything else. I would most likely feel differently if it was a change made after the fact.
Hence a gradual change in the coding. Slowly change the ratio to more damage more drops. Change it slowly as to not disrupt the balance.
That still doesnt work for me....Everyone coming up would still get far more than the ones that have been playing under the current circumstances all along. They only fair way would be to award things retroactively...but I just dont see that being very realistic. Would be great if it was though.