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Turn In's vs Limited Drop rate, what is better?

Discussion in 'UHall' started by Guest, Apr 16, 2008.

  1. Guest

    Guest Guest

    I say limited drop rate. I do not see the point of having a turn in system, that has NO posted guidlines, until after the events are over. If you want to turn in 10 plain swords, and get a 100% Poision spell channeling bow, with dmg increase, as an example, then just make that bow drop as loot on 10% of the Creatures. Same thing with Ophedian Rations/orders, rubble, current event items, and everything else.

    I mean, what happens to the Avg. Joe, that got 11 plain swords, event ends, and turn in rate is at 12 to 1 ? What if the turn in gets really really good items, and then what about all those who threw their old stuff away, as NO promise was made until last week as to what would be included? I did not have any old stuff, so this is not about me.........this time..... [​IMG]

    Your thoughts for any future events. Thanks.
     
  2. "get a 100% Poision spell channeling bow, with dmg increase"

    I just happen to have gotten one of these from a SL yesterday.

    It's for sale..... [​IMG]
     
  3. Karthcove

    Karthcove Guest

    I guess it would be the potential combinations of the turn-ins. Say one item from each event will produce X prize item. If the turn-ins remain event specific like in your example then your example makes complete sense although the drop rate for the bow itself would be a percent of the total items available for "10 planeswords" - if planeswords dropped on 10% of the angels and there were 10 prizes at turn in then the bow would be closer to a 1% potential drop [​IMG]
     
  4. Tazar

    Tazar Guest

    I prefer to keep the turn-in system. Whatever the ratio of turn-in vs. prize, I still like the option of choosing which of the prizes I get... rather than have it determined by the RNG.
     
  5. Guest

    Guest Guest

    I would like to see a point based turn in system or something that randomly generates goodies. Either would make me happy. I think its too late for a limited drop rate.
     
  6. Guest

    Guest Guest

    <blockquote><hr>

    I say limited drop rate. I do not see the point of having a turn in system, that has NO posted guidlines, until after the events are over. If you want to turn in 10 plain swords, and get a 100% Poision spell channeling bow, with dmg increase, as an example, then just make that bow drop as loot on 10% of the Creatures. Same thing with Ophedian Rations/orders, rubble, current event items, and everything else.

    I mean, what happens to the Avg. Joe, that got 11 plain swords, event ends, and turn in rate is at 12 to 1 ? What if the turn in gets really really good items, and then what about all those who threw their old stuff away, as NO promise was made until last week as to what would be included? I did not have any old stuff, so this is not about me.........this time..... [​IMG]

    Your thoughts for any future events. Thanks.

    [/ QUOTE ]


    What happens to the average joe that kills 1000 monsters but never gets the 100% poison bow drop?

    Out of luck.

    Any method will have the poor average joe.
     
  7. BadManiac

    BadManiac Guest

    Limited drop rate = boredom and uncertainty. Being left to the whims of the UO RNG means you NEVER get ANYTHING.

    Turnin system means you always have something to look forward to, you always know you will get a reward in the end, and since the drop rate on the turn in items is higher you get a much bigger sense of advancement and achievement.

    Turnin and point based reward systems should be implemented throughout UO to prevent RNG unfairness. Back before the Doom fix lucky people went and got an arty a night, while some others went for the same ammount of time and got one arty in three months.
    Peerless loot is the same right now, I've never had a cinc of crystal ring, whereas some guild mates who have taken part in the EXACT same hunts for the same ammount of time have recieved 3-4...

    Another backside of limited drop rates can be seen currently in the "legacy'" dungeons. Notice how the 10th anniversary items still spawn, yet the old dungeons are TOTALLY empty again? Because they reduced the droprates so far you're lucky if you get a drop every other day. It used to be 1-2 an hour, so people got bored and left.

    EA has NO sense of pacing, no sense of reaching a happy medium, it's always everything, or nothing. two artys an hour or one a week, to EA there's nothing in between. So I'd much rather they implemented point based (doom/ToT) systems for all artys, and turnins for all other items.
     
  8. Redxpanda

    Redxpanda Lore Keeper
    Stratics Veteran

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    No matter how they decide to do it, it's going to leave ALOT of people angry. This is why i say just give everyone a fair chance at getting something worthwhile if they got 11 items or 1100.
     
  9. Guest

    Guest Guest

    I think what we really need is some type of combination system. The RNG as we all know is horrible and I like a low drop rate on creatures that makes things rare but with an RNG based drop system this can often mean that one person gets many items while someone else who did the same amount of work gets nothing at all.

    I think what we need is a system similar to doom for all drops that are rare a guarantee that eventually we WILL get the item so long as we do the required work to obtain it. How much work will it take well that is still somewhat random but after so much killing you know for sure that your going to get what you came for.

    Turn ins are a great idea if done properly also. Tokuno treasures is a great example. You could get minor items and then choose something better for ten smaller items. This is excellent because you have a choice and you know that after collecting the items you can get exactly what you want.

    We could even have a points based system where you earn points towards specific or even a choice of reward and each time you kill a monster you earn the points. Points are an exact amount for a reward though and you could just as easily hand out objects that are turned in. The points system for artifact drops in doom is slightly different because it is not a set amount of points to get an artifact. In doom you earn points and once you hit X amount of points you WILL get the artifact however you could get an artifact before that point and then your points would reset and the process would start over.

    Well personally speaking none of it makes any difference to me. The reason being because I am capable of earning the rewards regardless of the distribution process but if I had to choose one way or another I would go with something that gave me a choice of what reward I would receive.
     
  10. our guild is putting all swords, shields and threads together. we will do mass turn in and either roll if it is rng or pick if it is by choice. under this method we hope everyone gets something useful
     
  11. Turn-in's by FAR are better ... creates some modicum of CHOICE for rich and poor a-like.

    Limited ... pffft! like the "limited" drops of virtue armor ? OH! I play it still ... just need the arms to finish a second set ...
    but ... "limited" [​IMG] does mean just that .... limited by the Evil Lord RNG (and truely, I doth detest his cruel sense of humor)
    and "limited" by play time .... and "limited" by available gold and rmt ...

    [​IMG]
     
  12. Guest

    Guest Guest

    I'm sick to death of the random drop crap. A turn in will be a refreshing change over the constant crapfest we can an the RNG. This is assuming, of course, that there will be a prize worth turning in for.
     
  13. Hooli Gan

    Hooli Gan Guest

    Lot of what if's and I wants.ohh just saw an im sick, ill ad an i agree
     
  14. Guest

    Guest Guest

    I like the feeling of accomplishment with each drop along the way and the sense of progress towards a goal that a turn-in gives. However, one suggestion I might make is to make each successive turn-in for an account more expensive than the last: 10 items for our first reward, 15 for the second reward and so on (you'd have to also limit turn-ins to accounts at least a month old).

    For guilds/factions, what about collection boxes that check your guild/faction and assign points that can be used by the guild leaders to earn special decorations/monuments engraved with the degree of their accomplishment?
     
  15. Guest

    Guest Guest

    I'm wondering if we'll get choices of what we take for our turn ins... If we are, I'm happy that we're not just having to play swapsies with everyone to get a "full set" if that's coming.

    Given the number of items we'll be able to turn in, my gut feeling is that there will be choices, or it's just wishful thinking [​IMG]

    Wenchy
     
  16. MAYBE THERE WON'T BE A TURN IN ...MAYBE ALL THOSE ITEMS WILL BECOME THE RAW MATERIALS FOR CRAFTING A NEW SET OF WEPS/ARMOR...sry for caps ...lock was on and didnt want to retype
     
  17. Guest

    Guest Guest

    I hope its like this.

    50 new items. You dont get to choose. Sorry. So its random.

    Drop 1 item and you get 1 of the 50 reward items.

    The Drop items would have scaled importance. The harder DROP items give you greater chance of higher end rewards.

    But all Drops for the return give you a chance for all the item rewards.

    A planes sword might get you the top of the line valorite hammer reward. SLIM but a chance.

    The cloak of corruption gives you 5x the chance. You know.
     
  18. Guest

    Guest Guest

    The turn-in has been speculated about since Magincia back in November. People should have held on to their items. Especially since we were told there would be a future use for the Ophidian items.

    The average Joe can buy plane swords/shields from player vendors. I'm seeing them regularly pretty cheap plus people are leaving them behind on the corpses. If you have the berserkers on your shard they kill the fallen warriors and you have the ability to loot without waiting. Stealth is your friend in this event as it was in Magincia.

    If RL interferes it's just one of those things. I missed out on the Book of Truth/Candle of Love thing from last year as well as the Valentine's gifts. RL WAS more important than some silly pixels.

    As has been pointed out, with turn-in's you can choose your reward vs. maybe getting that uber bow as a drop. You can also go buy that specific bow from Connor. [​IMG]

    I think it's a good system and it should be left alone. I agree it would be nice to know the turn-in ratio, but it's not like you can't buy rubble and rations right now to ensure you have some. OR you can get lucky at an IDOC like I did recently and get a chest full of snake skins. [​IMG]

    I would rather know ahead of time what the items will be so I could decide to continue hoarding or get rid of the junk. Basically I'm holding out hope for the original Tokuno dyes to be a reward. I have a sinking feeling I'm going to be disappointed.
     
  19. Guest

    Guest Guest

    TBH so long as we have a turn in system that is exclusive to the items specified - and not gold - I don't really mind too much how its done.

    Although a community-collection style system would be pretty good.

    And vine cords for all!
     
  20. Yenji Yasagari

    Stratics Veteran Stratics Legend

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    In reply to the original post, turn-ins ensure that ALL players can reap the rewards of the event, not just the top damagers. Blackrock played a big role in this. Anyone can do 25000+ damage, even the average joe. Since minors are much easier to collect than their turn in item, everyone can collect turn in items. Put a low drop rate in, and not everyone would be able to get the drops, even if they spend hours at the event. In this way, its fair.