Drop Rates

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AGS

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So first Ill start by saying this server is amazing and based on all of my interactions with all of the admins I really believe you guys can make this the best private server out there. Just a nod to you all, I have not seen any other server with full rune lite integrations and that is truly amazing to have. Since these might be kind of long winded I'm going to make separate suggestions for each one, Also I assume that will help keep things in order. Also just wanted to add I know you guys are working on a lot of things so you might already have plans for some of this. I really appreciate the time and effort you all put into the game.

So first thing is all of the drops rates. For any private server one of the things I want is fast gameplay. That's why I don't play osrs that often excluding leagues and DMM. So much higher drop rates would make this much more fun. I've noticed that with hydra you guys actually made the drops harder to get than osrs. I will say with 100% confidence I will never grind 1k hydra. I think personally the best strategy here is to drastically drop the rates but add incentive to getting more drops from creatures. I know there was previous discussion of an upgrade table, that is a good way to break down the gear or dust it, but you could use that for anything honestly. Some examples are of course the upgrade table. You could either upgrade gear, add a system that just gives certain gear stat increases as to not go to crazy with upgrades, or even for a perk system. I think it would be a lot more fun to need 10 of a unique and the drop rate be increased 10x than just waiting for that one drop. This would let players make the progress they need but still keep the drop rate the same technically. Currently I'm about 5x dry for any revenant weapon. Obviously that's part of the game, but it would definitely feel better if I knew I just need a few more rather than just not having the item at all. This would of course slightly increase the speed of the game considering you now have the ability to kill things a little faster depending on the upgrade. For a system like this items would definitely lose some value but I don't think it would be that drastic so long as the upgrades you get from the upgrading whatever it is are as valuable as you want the item to be.
 
Hey AGS, I’m with you on the drop rates. It definitely shouldn’t turn into easy-scape — a bit of grind and challenge is what makes it rewarding — but right now it feels a bit inconsistent. Some drops come in fairly easily, while others, like those from Hydra, feel extremely tough and kind of out of sync with the rest of the progression.

I do like the idea of the upgrade table as well, there’s probably some nice potential there if we think about extra perks or small benefits tied into it. Could make progression feel more meaningful overall.

Like I mentioned on another suggestion post, I really think it would help if we, as a community, start mapping out the gameplay and progression paths a bit more clearly. Things like drop rates, boss difficulty and expected gear upgrades all play into that, and having a more structured approach would make everything feel a lot more balanced and intentional instead of random.

I’m currently putting together a list/table with some suggested drop rates based on actual gameplay and progression. Hopefully that can help spark some discussion and give a clearer picture of what might feel right across the board.
 
Hey AGS, I’m with you on the drop rates. It definitely shouldn’t turn into easy-scape — a bit of grind and challenge is what makes it rewarding — but right now it feels a bit inconsistent. Some drops come in fairly easily, while others, like those from Hydra, feel extremely tough and kind of out of sync with the rest of the progression.

I do like the idea of the upgrade table as well, there’s probably some nice potential there if we think about extra perks or small benefits tied into it. Could make progression feel more meaningful overall.

Like I mentioned on another suggestion post, I really think it would help if we, as a community, start mapping out the gameplay and progression paths a bit more clearly. Things like drop rates, boss difficulty and expected gear upgrades all play into that, and having a more structured approach would make everything feel a lot more balanced and intentional instead of random.

I’m currently putting together a list/table with some suggested drop rates based on actual gameplay and progression. Hopefully that can help spark some discussion and give a clearer picture of what might feel right across the board.
Yea I think thats a really good idea and a great way to give more specifics. I cant wait to see what you're putting together!
 
Drop rates are a WIP, we are also thinking about another item to improve drop rates mainly for unique's. We will pull up a poll on Discord for it.
 
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