i like thatI'm in favor of a karma system myself: same low drop rates, but for each run you do without getting the drop, the odds of it dropping go up for you. So if it starts out at a 1% drop rate, and you don't get the item that run, the next time you win, it will be a 2% drop rate, and if you fail, a 3% drop rate, and so on, until you get the drop. Then it will reset to its base % rate.
This essentially is a points based system, but it still has a factor of luck. In this case however, there's no such thing as "bad luck" where you can go for thousands of runs without getting what you need: eventually, it WILL hit 100% drop rate and you will get the item.
You can adjust the base drop rate and % it goes up by accordingly, depending on how rare you want the item to be.
it would be a balance between the OPs suggestions (which could be finished like in a week) and the now system (which takes several month and frustration and envy...)
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.