(English is my second language. If you see any mistakes, please, don't hurt me too much.)
Hello. I have recently posted a rough sketch of this idea on some forum thread but it was left unnoticed. I decided to show it to people here in more detail to see if the idea is any good at all. Basically, it's about reducing the amount of "random" factor in BP/resource/mod farming:
Instead of adjusting the drop tables or making a trade/token/whatever system I suggest to implement pseudo-random distribution for item/resource drops. As far as I know, at least few competitive games utilize PRD when calculating anything related to chance and luck.
As of now, the game seems to drop stuff only based upon a static drop rate of a certain item. With 10% drop ch…
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