Karma System (or - reducing the RNG factor)


#1

Hear me out before you instantly start hammering at the keyboard.

This isn’t an original concept, I’ve seen a couple other games do it. The long and short of it is a guaranteed drop after performing an action a certain amount of times.

Reason for this is soulbound UTs from dungeons such as UDL/abyss. Guildmate has run ~500 snakes and never had a bulwark (the droprate, I imagine, is slightly higher than 1/500). Not sure how many UDLs I’ve run but I’ve done at least 50 just the past few days, and just wis.

After a set, preferably high number of dungeon runs (100? 200?), you’d basically get a guaranteed drop of that dungeon’s SB UT (possibly with a message?). If you get it by RNG, the counter resets.

Optimally, Deca would be able to enable/disable and configure this feature per enemy. If notifiers running after sphinxes/herms trying to get a guaranteed jugg becomes a problem, just switch it off. If suddenly everyone and their mother has a dbow from running 100 UDLs, then raise the requirement to 200.

Just feel like this would add some consistency to the game without making it too easy.

Also - even if people hate this as a loot system for whatever reason, could this at least be applied to mystery boxes? I don’t buy them myself, but I’ve seen it work with other games. Might even make people buy more knowing they’ll get a guaranteed result eventually.

tl;dr pls dbow decker


#2

10 posts were merged into an existing topic: Invisible karma bar for white bag poll


Invisible karma bar for white bag poll
Invisible karma bar for white bag poll
Invisible karma bar for white bag poll
Invisible karma bar for white bag poll
#3

@moderators, I’ll leave it to your judgement to merge or not


Invisible karma bar for white bag poll
#4

Combined two ideas though while not exactly the same, are on a similar theme, and @MCShovel’s longer idea enhances the other.