Need a Weighted RNG / Drop System, Please
Pure RNG is just awful. We need a change to the Drop System:
A Weighted Random Number Generator System. A bunch of people brought this up a while ago, when Atma were first introduced (and the % was even lower than today). Specifically:
1. RNG Drop Rate + Increase Percentage(%) Chance for [Item] drop for Every Successful Clear (FATE, Dungeon, etc.), Until it Finally Drops.
For example, let's say the starting Drop Rate is 1% for an Atma. If you do a FATE and nothing drops, Square should add, say, +2% to your chance, so the NEXT FATE you do now has 3% (Base 1%+2%) chance. So at the most, you'd have to do 50 FATEs in the zone (+2% x 50 tries) to finally get your Atma Stone (if you had the worst luck).
This allows Yoshi P to keep that "Random Number Generator" / "Lottery" feel and grind (ugh), while providing a safety (and sanity) net for Players. So if you have bad luck, at least eventually you'll get the Item to drop within a reasonable amount of time. The Actual Bonus Percentage per Win/Clear can be balanced to whatever feels fair (+2%, +5%, etc.).
This Hybrid approach is the best of both worlds. It's frustrating that Yoshi P and the Dev Team refuse to consider something like this; and just stick with a simple, archaic "Pure RNG Only" system (just keep banging your head against the wall, "rolling the dice" and hope one day it drops). It's awful.
One other aspect to note is that Pure RNG's effects are felt even more severely due to Yoshi P's pure Vertical Progression style philosophy: Gear / iLevels get invalidated every ~5-6 months, so for most players, fighting RNG, they might not see drops until gear becomes OUTDATED, and at that point, it's worthless (just for glamour). :mad:
This needs to change in 3.0.