Original Post — Direct link

This is pretty radical as far as suggestions go for this game, but the more I thought about it the more it made sense to me. I'm hoping you will kill my dream by explaining why it's a stupid idea.

So let's say you're killing something for a rare/unique drop, burning pyres, opening random event gifts, doing clues...lots of things could apply. The more you do it going dry, the chances of you getting select items go up very slightly. Fractions of percents that would be negligible unless you really put time into doing that thing, and serves as a safety net for being too unlucky over time without drastically impeding with the economy of that item. As soon as you get that drop, whatever luck you've accumulated for it gets dumped. I imagine the bonus would be mob specific.

External link →
over 4 years ago - /u/JagexRoq - Direct link

Why would you look to cheapen the point of an RNG based drop system? The whole point is that you go dry some places you go lucky in others it evens itself out. That's kinda the point.

To me "pity timers" (i call them for want of an actual name) would completely cheapen the whole experience and alot of what the game is about in my eyes. Not to mention make it so theres a more of everything thus making the items cheaper and not really worth going for outside of personal achievements and collection log stuff.

over 4 years ago - /u/JagexRoq - Direct link

Originally posted by MagnumOpusOSRS

What if it was altered in such a way: Droprate of unique: 1/4000 Let's say I get 4,000/4000kills dry At this point a system comes into play that gives you 1 percent increased odds of that item dropping for every500-1k kills dry after this point. I think this would provide a mental relief knowing that there's a real, if even negligible difference made each kill. You eventually get the item, bonus gone. This would make no difference to the economy, but it would make grinds feel more fulfilling without taking away from the intended RNG unless you were to have ungodly bad luck, and at that point wouldn't you agree they've earned it?

But as you get more kills there is already a mental increase of it happening because the higher you go the rarer it is to get to that point without one.
Whether theyve "earned it" or not isnt really the point im making here, its the underlying mechanic of the very system MMOs are built on that doesnt need changing.

over 4 years ago - /u/JagexRoq - Direct link

Originally posted by KFCChompyChick

There's way too many pity drops as is already for untradeables (KQ, Vorkath, etc.). You start bringing in pity drops for tradeables and we're going to have even bigger problems with item sinks because we currently don't have many.

I personally don't like pity drops whatsoever. I certainly wouldn't advocate for more.