A few more Blue comments, Bag Space, and random linkage

Those Blue posters really do put up with a heck of a lot of splatter and vitriol from the community. Thankfully the mess is easy to find and enjoy. This time Bag Space is something I’ve got some thoughts on at the end, which the Blues seem to think cannot be solved by adding space.

  • Apparently post trolling for “survey feedback” on Dailies is not productive. Fair.
  • No AHs in the Pandaria zones. Consistent with other expansions. Fair, and the OP phrased it well enough to sound like a request too. +1.
  • WoW custom Monopoly has been released. I don’t get it, but can accept it. Fair.
  • A DPS comparison with Blue, via Noxic. Hmm. Not what I’m seeing.
  • I am not the only one (surprise!) that dislikes the Loot-Need rolls in 5 mans, but it is working as intended. That makes it just more evidence that the folks I hate who proceed to take everything are doing nothing “wrong” and everything selfishly. They have great gear though. Again here.
  • Blue confirmed that bigger bags won’t help the issue of no space in the long term. Ahem. That does not mean that larger bags, or better stacking of items in stacks larger than 20 (for most buff food for example) won’t significantly help. I think there is a bit of snarkin the Blue’s response where they offer that bigger bags is such a good suggestion. How about:
    • Make all things that stack to 20 now go up to 100 instead (or maybe 99 if you must). Food, ingredients, crystals, herbs, ore, mats for enchants, cloth, etc. All of it. We’ll have heaps more bag space, with no change in the size of the variable in the DB which stored the stack count.
    • Give me an item (yes it will use a bag slot) that allows me to DE. Sell it as a special Rep item from the Consortium as an Exalted special. That way we can DE as we go too.
    • Make lesser charms stack to 900+.
    • The the quest items for Dailies that I do not have auto-disappear when the Daily is dropped or complete (Duh).

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Angry about outdated loot rules

Angry. More Hallows Eve runs than I can shake a stick at, and I have more to do. I want that bloody rare helm. I want a Strength Ring. And I want to defenestrate the greedy bastards in Warcraft.

It is hardly 2005 when the behaviour of the community might have not been totally predictable.

Change the bloody rolls in Randoms, so that they mean what (I think) they should mean:

  • Main Role: valid for the role you joined in.
  • Alt Role: valid if you can use it.
  • Transmog: because you like pretty things.
  • Gold: because you are going to vendor it anyway, just give the character the cash.
  • Disenchant: because you’d like the mats.

Main gets priority, then Alt Role, then the other three are all at the same level. The use of the word Role will be a direct lever for teaching the idiots that they should not try to queue as one role and roll for loot for others.

OK, I understand that it might be too much to have 5 options in some runs, and that might confuse some of the soft brained screen-lickers, but to hell with them. Then take out transmog, that’s a shitty reason to roll against somebody and Alt would do in a push. It will likely only be 3-4 options, and if the game designers cannot find a way to impart that design graphically to communicate the level of consideration then they should not be designing interfaces for a living.

I submit, I submit. No more. I’ll do as you do. Need it is.

I’m very sick of players rolling need on gear in randoms when they should not. It happens all the time in random runs, but especially on the last boss’s loot. A player rolls need then quits group. Too long we’ve seen suggested options to rank up a /roll by a huge number based upon spec, to curb the greedy selfish players.

I’m sick of missing on loot due to rolling “properly”. The game does not enforce a system that makes sense to the roles we use to enter a random, so I feel like a man trying to hold back the tide.

You win you greedy bastards. I submit. I’ll do as you do and roll Need on everything from now on. Why should I be the only player following some sense of decorum and sanity?

Need it is. Always.

To hell with you all.

The Mighty Quest for Epic Loot

I think they’re taking the piss out of us MOO types, but that might be ok as it looks entertaining and I liked the satire in the video.

The Mighty Quest for Epic Loot

In Mighty Quest For Epic Loot, your goal is to defeat as many castles as possible and to protect yours from being successfully assaulted. Go on an adventure to loot bigger and well-defended castles to get the resources you need to build your own lair with a unique combination of creatures and traps in order to prevent other players’ heroes from beating it. And there might be some special castles much harder for you to take on…

Game is taking registration for Beta now.

Tears over Tier Tokens

Wintergrasp Offensive

Death Knights waiting for a token not shared with bloody Mages or Druids.

Because of a Guild Officer’s meeting I was pondering the loot tables, gear distribution systems, and the associated mods that raiders use. Of course the loot reward system was discussed, and we once again chatted about all sorts of options. Silly ones, great ones, in an ideal world, and also very much in the world we have to play in. That might make it sound like I didn’t want to chatter about it; not so. In fact we’re pondering all sorts of useful stuff for the teams, and considering carefully what the game will feel like in WoW version 5.1+. The question that came to my mind outside of those discussion was:

What if the tier tokens were made universal for all classes?

I suggest removing them, and making them just “shoulder token” or “helm token” with no class restriction. And here is why:

  • Essentially most raiding guilds have loot policies and systems to handle gear distribution. Therefore the token is adding a layer of restriction which is actually inhibiting the guild’s progression, because it limits options.
  • Some groups have actually implemented separate bid lists or systems specifically fro tier gear, due to the importance it has on the character and raid. Well no change there one way or the other, only that the skew of classes in your raid group will be affected by the random token that drops. i.e. Good luck being a geared Shaman if you rarely see that token drop.
  • Random LFR runs now have no loot need/greed anymore. You either get look or you do not. The token is moot now in LFR.
  • The tokens have the positive change of allowing a character rewarded with one a choice on what particular item they choose from the vendor. This is a huge positive as it means that classes can pick the best gear. Druids for example can pick any of their types of gear fro one token. No change as either an advantage or disadvantage here.
  • The tokens helped when you didn’t want to compete against everyone in the raid for loot, which gave an illusory feeling of hope. But once again that is a mechanic which raiders can handle. It still comes down to which Token dropped, and then who you roll against. So essentially is a two step random process (which token, then roll against other classes) better than a one step random process (what was your loot roll)?
  • The tokens at times were useless due to not having enough of a class range, or they could not benefit the raid the most. Huge problem, just ask anyone doing Wintergrasp, et al.
  • The only situation where these have some limited value as implemented now is for pug runs which are not in the LFR system, and that is only because they keep the illusion of two random events alive. That is a thin line.

So there it is. I can’t see a reason to keep them anymore.

LFR Loot System

The new loot system gives an approx 15% chance to each participant to get loot. The “community” is happy, delighted, excited, angry, whingy, upset, and everything else.

Zarhym – The new system won’t have a record of your loot history or check your inventory. In your example, Bob might win the same item off of the boss every week (assuming he’s running as the same spec each time).

The only thing the system looks at is 1) if you are eligible for loot (have you killed this guy already this week?), and 2) what your current spec is.

It does not favour your current gear. It looks at the roll to see if you win something, and then gives a random item based upon your spec. This means that folks might have a slightly higher chance to get anything because you are not competing against the need/greed rolls of others; and the system cannot be gamed. Previously the system could be spun to try to get a specific item to a toon, or share an item between characters in the LFR.

It is as positive as it is negative, and it is designed to get rid of the selfish drama of need/greed. It introduces a new set of drama, as people get items they already have, or do not want.

Overall I think this is better because the asshats can’t spike my rolls.

Spectral Tiger loot cardThat one perfect item was a snowball’s chance in hell anyway – so what really changed except dumb luck not being influenced by other players? Nothing. LFR remains a once a week random small chance to get a better item, and a source of Valor/Justice points, and I’m fine with that.

My suggestion would be to alter the drop so that I am less likely to get an item I already have in bags, equipped, or banked. This favours removing unneeded gear, and means that each run will be more rewarding. I guess too that too many people have such a wide variety of wishlists when it comes to loot (for main, offspec, transmog, vendor) that anything except a basic approach will crate a whinge fest. Checking this at time of award is potentially a hassle which is perhaps why such an obvious tweak was not done.It will however be an irritation to people looking for two of the same weapon for dual wield or for dual specs.

The new system looks to be a quick and dirty solution to loot distribution in random groups, and I am confident that over time a better set of tweaks will be added; later rather than sooner.

(Ps. I’ve written heaps on gear, and a fair amount on new rules that would be handy).

drop rate probability – mobs2kill

Aside

Probability and Measure As there are so many rare items in MMO games, and the probability of getting them varies, but is generally 1% I started wondering how many kills are needed to get an almost certain chance of getting an item.

With a 1% drop rate it might seem on the surface (when I disengage my brain) that killing the creature 100 items will get you the item. Not so, and the math is somewhat tricksy.

WowWiki: An item has a 1% droprate from a specific mob, which means that, on average, one will drop for every 100 kills. This does not mean that it’s guaranteed to drop by the time you’ve killed 100 mobs — it’s an average.

Thankfully somebody has already created a tool which does just that – mobs2kill. What I like about this little webtool is that you can input the drop rate, and what certainty you wish to achieve, and mobs2kill will tell you approx how many attempts are needed. So when considering that some Legendary items require 2 items to drop, each with a 1% drop rate, it makes sense why these things are exceedingly rare.

So to have an almost certain (99%) chance of a 1% drop item that you are farming, you need to kill the mob 459 (ahem 458.21) times. Wow. That said, if you’re happier with 50% overall chance, then you’re only up for 69 kills. For that one item.

And the probability of having the item after 100 kills for a 1% drop rate is a touch higher than 63%. Unsurprisingly the overall odds of having the item get better with each attempt, despite the individual instances of the chance staying at 1%. Farm. Farm. Farm.