Original Post — Direct link

Basically the problem is how to balance common drops in order to justify killing certain bosses.Killing a lot of some X boss results in a large influx on common drops, which in turn lose their value.

What is the main reason bosses are killed? Logically most of the time players aim to get rare drops, especially when a new boss comes out. Common drops are generally not the aim, unless one has an ironman account (just mentioning, aim is not to cater to ironmen/women).

What is a possible solution? Implementing a common drop sacrifice system. (Toggleable)Namely, players have a choice:a) Sacrifice all gained common drops;b) gather all drops and sell them.

The ability to sacrifice drops gets unlocked at a certain threshold and only drops from that moment on, gained by killing that boss can be sacrificed. (The aim of this is to not cause panic selling, buying and/or exploiting this system).All drops that are sacrificed get gathered automatically after killing a boss (for example Zuk chest).A certain amount of drops (from the bosses loot table) are required in order to exchange for a rare drop.Of course the exact amounts are the hardest part to come up with.

Upsides of this proposition- Doesn't affect items already in the game- Reduces reliance on RNG, also bad luck mitigation- Doesn't require timegating- No need to massively change/nerf certain droptables- Creates tangible goals for players (collection log hunting)- Creates a choice- Creates immediate usage to drops, without needing to find niche uses

Downsides- Creates a larger amount of rare items, however invention components can remedie this problem

Edit:
Forgot to mention that every exchange would increase the amount of common drops required to get a rare item.

TLDR: Certain amount of sacrificed common drops = rare item

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about 2 years ago - /u/JagexJack - Direct link

I'm not averse to this as an approach, but I feel it runs into the same issues I went through in the previous stream about rare drops.

We went down this path of excessive common drops due to rares being too infrequent. Let's imagine some numbers for your system and say that I can choose to not get commons on a kill in exchange for 2x the drop rate of getting a rare. Depending on the boss that might be a good deal or a bad deal you can calculate on paper, but in terms of the very thing that common drops are trying to fix (losing money feels bad), it wouldn't feel good.

I would suggest that removing all common drops from all bosses and doubling the rare drop rate wouldn't be super well received by players (except the ones who only care about completing their log). If you pick a multiplier higher than 2x until everyone thinks it's great, now we're back to "rares are common and the boss has no longevity" which is where we started.

Obviously you're not suggested what I've just described, but mathematically your suggestion will work out to something which can be analysed in the same way. If it's not economically advantageous to make the sacrifice, people won't do it, unless they're specifically aiming for log or an ironman who needs the drop, etc. If it is economically advantageous, there's value in allowing players to choose their playstyle, but you're basically being forced to choose between less money now, or a gamble at a higher amount of money, and that's pretty much back at "we should get some guaranteed return to cover our costs".






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