The game just could use a hidden loss-counter which would increase the chance of success.
The game just could use a hidden loss-counter which would increase the chance of success.
This is nice in theory kupo but when you get down to implementation I would hypothesize it to be difficult. How would the game know exactly what item you are after? How would the counter reset? Would the counter play a role in your *need/greed* rolls? If one item did drop and you won it would the global counter reset or just on that one item? Would you have to flag all the rare items (then you have to look at database stress and how it would change etc..) How would the counter variable play when rolling against others? Would it be overall "fair" etc.. It could open a can of mess lol or it could solve a lot of headache...it's all in that implementation kupo <3
One could just have very bad luck many times on a very wanted item and then nearly sell his spot if its just based on drop not roll etc.. "Selling nearly guaranteed mount drop in x raid 10mil we raid till it drops etc.."
Just saying kupo <3 lol
Last edited by Doc_Seraph; 03-21-2022 at 10:26 PM.
Kupo!
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