- Joined
- Jul 10, 2013
- Messages
- 219
- Reaction score
- 320
- Points
- 0
- Age
- 31
Warning: Potential Long Read.
Warning 2: Also potential syntax/grammar errors due to a ton of text and me being a human
Events are fun and events are messy. Sadly that means they arent allways fair, especialy the distribution of loot.
With at LEAST 3-4 people attacking the same mobs or going for the kill , some up getting nothing for their effort, while others who may only have hit it once or twice can end up with a lot more loot.
Another problem is that non-premiums currently are at a large disatvantage. Dying is not uncommon in these events and for them that means losing their equipment AND their loot. The system im about to propose would fix the later point (they still lose equip though).
So here is my alternative to the current vanilla loot drop system (for EVENTS ONLY).
Masssive already knows how much damage each player deals to each mob (proven by the fact that you see a % when killing a mob how much of it was your work).
This ability to track damage could be used as the foundation of the new system.
It could be used to determine who gets loot or how good of a chance of loot the person gets.
Note1: With loot set drop I mean all drops that the would mob drops on death if you kill it. If a mob drops 2 items at once that means both are included. If a mob can drop 1 of 2 different items then only 1 of them is included per loot set drop.
For Minions/Uncommon :
The game could track how much % of a full minions health the player dealt to them, for each type of mob spawned in the event.
So for each 100% of a minion types health dealt to minions of that type the player would recieve 1 lot set drop of that minion.
If the player has less then 100% then he/she gets a % chance to get a loot set drop equal to the remaining % of damage dealt.
This method also means if 2 players deal 10% damage to the same mob each there is a 10%*10%=1% chance that both recieve loot (also a 90%*90%=81% that neither of them does).
For Boss Monsters: Each drop gets evaluated for itself. A player cannot recieve more then 1 drop from the same boss (per event) . First the first loot drop gets distributed to 1 of the players (based on a % chance) then the second loot drop gets distributed to 1 player who is not the one who recieved the first drop, again based on the remaining % chance. And this goes on untill all drops are distributed.
Note: Unlike with minions here each piece of loot gets distributed to exactly 1 player.
And finaly a very important tiny fact for the event: Loot distribution is at the END of the event.
That means even if you died as non prem during it, you recieve your loot after it is over and have a fair chance to get loot in comparison to the premium players who dont have to worry about dying.
Pro:
- Players are guruanteed loot drops if they do enough damage.
- Boss loot is distributed more or less equally .
- Non premiums have a chance to get and keep loot.
- Loot stealing is completely removed from the equation.
Con:
- Requires coding. Would need a plugin. Either to automaticly distribute the loot or to let staff track who did how much damage to each mob type (manual distribution).
And that´s pretty much it. Feel free to ask questions, voice your opinions (praise) as long as you are not flaming (using any form of criticism). Ok, but seriously, criticism is also welcome.
Warning 2: Also potential syntax/grammar errors due to a ton of text and me being a human
Events are fun and events are messy. Sadly that means they arent allways fair, especialy the distribution of loot.
With at LEAST 3-4 people attacking the same mobs or going for the kill , some up getting nothing for their effort, while others who may only have hit it once or twice can end up with a lot more loot.
Another problem is that non-premiums currently are at a large disatvantage. Dying is not uncommon in these events and for them that means losing their equipment AND their loot. The system im about to propose would fix the later point (they still lose equip though).
So here is my alternative to the current vanilla loot drop system (for EVENTS ONLY).
Masssive already knows how much damage each player deals to each mob (proven by the fact that you see a % when killing a mob how much of it was your work).
This ability to track damage could be used as the foundation of the new system.
It could be used to determine who gets loot or how good of a chance of loot the person gets.
Note1: With loot set drop I mean all drops that the would mob drops on death if you kill it. If a mob drops 2 items at once that means both are included. If a mob can drop 1 of 2 different items then only 1 of them is included per loot set drop.
For Minions/Uncommon :
The game could track how much % of a full minions health the player dealt to them, for each type of mob spawned in the event.
So for each 100% of a minion types health dealt to minions of that type the player would recieve 1 lot set drop of that minion.
If the player has less then 100% then he/she gets a % chance to get a loot set drop equal to the remaining % of damage dealt.
This method also means if 2 players deal 10% damage to the same mob each there is a 10%*10%=1% chance that both recieve loot (also a 90%*90%=81% that neither of them does).
Example: Players dealth the following damage % to the mob type:
P1 120
P2 70
P3 100
P4 240
Now P1 , P3 get 1 guaranteed loot set drop and P4 gets 2. The leftover % damage is
P1 20
P2 70
P3 0
P4 40
Now P1 has a 20% for another loot set drop, P2 70% and P3 40% these chances are independent from each other. They may all recieve loot or if they have bad luck none of them recieve it.
P1 120
P2 70
P3 100
P4 240
Now P1 , P3 get 1 guaranteed loot set drop and P4 gets 2. The leftover % damage is
P1 20
P2 70
P3 0
P4 40
Now P1 has a 20% for another loot set drop, P2 70% and P3 40% these chances are independent from each other. They may all recieve loot or if they have bad luck none of them recieve it.
For Boss Monsters: Each drop gets evaluated for itself. A player cannot recieve more then 1 drop from the same boss (per event) . First the first loot drop gets distributed to 1 of the players (based on a % chance) then the second loot drop gets distributed to 1 player who is not the one who recieved the first drop, again based on the remaining % chance. And this goes on untill all drops are distributed.
Note: Unlike with minions here each piece of loot gets distributed to exactly 1 player.
2 Bosses of the same type spawn with 2 loot drops each.
Loot A , Loot B , Loot C, Loot D.
10 Players Fought those 2 Bosses of the same type and dealt this damage:
P1 10
P2 10
P3 10
P4 5
P5 5
P6 5
P7 5
P8 5
P9 20
P10 25
Distribution:
Loot A gets distributed everyone has chance of his/her own % of damage dealth divided by the % of damage dealth. P10 for example has a 25/100 chance. Lets say he wins.
P10 has Loot A , he cannot get Loot B. Loot C or Loot D through the distribution in this event anymore.
Loot B gets distributed. Now everyone has a chance of his own % of damage dealth divided by (total damage % dealth to the boss - P10 damage%). That means that P9 for example would now have a 20/75 chance instead of a 20/100 chance to get the Loot drop. Lets asume he gets it. Now P10 AND P9 are excluded from getting any further drops from this ONE type of boss for this ONE event.
Loot C gets distributed. Same as before but now with P9 and P10 out the chances are significantly better for the rest with Their %/55 (100-25-20) . This time maybe P4 with the small 5% if total damage done gets lucky and wins. Now p4 , p9 and p10 are out of the distribution for that boss type.
And finaly loot D gets distributed. Chances are %/50 (100-25-20-5). Final drop goes to randomly to P2.
Now at the end 4 Different players got a boss drop each. With more bosses or bosses who drop more loot pieces even more players would recieve a part of the loot (the more they did the more likely they get one).
Note: If all players recieved 1 piece of boss loot but more loot is to be distributed then the whole process starts from the beginning (all players are enabled to get 1 more loot piece from the boss again) untill all loot is distributed.
Loot A , Loot B , Loot C, Loot D.
10 Players Fought those 2 Bosses of the same type and dealt this damage:
P1 10
P2 10
P3 10
P4 5
P5 5
P6 5
P7 5
P8 5
P9 20
P10 25
Distribution:
Loot A gets distributed everyone has chance of his/her own % of damage dealth divided by the % of damage dealth. P10 for example has a 25/100 chance. Lets say he wins.
P10 has Loot A , he cannot get Loot B. Loot C or Loot D through the distribution in this event anymore.
Loot B gets distributed. Now everyone has a chance of his own % of damage dealth divided by (total damage % dealth to the boss - P10 damage%). That means that P9 for example would now have a 20/75 chance instead of a 20/100 chance to get the Loot drop. Lets asume he gets it. Now P10 AND P9 are excluded from getting any further drops from this ONE type of boss for this ONE event.
Loot C gets distributed. Same as before but now with P9 and P10 out the chances are significantly better for the rest with Their %/55 (100-25-20) . This time maybe P4 with the small 5% if total damage done gets lucky and wins. Now p4 , p9 and p10 are out of the distribution for that boss type.
And finaly loot D gets distributed. Chances are %/50 (100-25-20-5). Final drop goes to randomly to P2.
Now at the end 4 Different players got a boss drop each. With more bosses or bosses who drop more loot pieces even more players would recieve a part of the loot (the more they did the more likely they get one).
Note: If all players recieved 1 piece of boss loot but more loot is to be distributed then the whole process starts from the beginning (all players are enabled to get 1 more loot piece from the boss again) untill all loot is distributed.
And finaly a very important tiny fact for the event: Loot distribution is at the END of the event.
That means even if you died as non prem during it, you recieve your loot after it is over and have a fair chance to get loot in comparison to the premium players who dont have to worry about dying.
Pro:
- Players are guruanteed loot drops if they do enough damage.
- Boss loot is distributed more or less equally .
- Non premiums have a chance to get and keep loot.
- Loot stealing is completely removed from the equation.
Con:
- Requires coding. Would need a plugin. Either to automaticly distribute the loot or to let staff track who did how much damage to each mob type (manual distribution).
And that´s pretty much it. Feel free to ask questions, voice your opinions (praise) as long as you are not flaming (using any form of criticism). Ok, but seriously, criticism is also welcome.