DestroyerPewnack wrote: »We've all heard of people running a dungeon 200 times, and not getting the piece they want, but these were really exceptions. The old system worked well, for the most part. So, in essence, the new RNG system severely increases the time it takes the average player to get a specific set piece, for the sake of ensuring no players, no matter how few, have to run a dungeon 200 times.
45 runs is the absolute maximum (unless ofc bugs). With chests and maybe some trading it should be around 30 to get EVERYTHING. That is not a huge number and if someone is really desperate for a piece can do it in 1-2 days running normal rounds.
Also about the trading, it is assuming the best of the old vs. the worst of the new system. Many times people are not bothering to trade regardless if they need the pieces or not (ie. lot of people leaving normal runs at the second the last boss drops dead). If you are going with mates then they can be asked nicely to trade you the desired piece regardless of their collection status, unless they are after the same piece themselves. But in that case it does not differ from the old system either.
Imho the current system is really great and strong, having a limited amount of luck factor actually adds to the flavor.
DestroyerPewnack wrote: »I think you're over-estimating them, especially now that there's a hard cap on how many chests can spawn.
DestroyerPewnack wrote: »I think you're over-estimating them, especially now that there's a hard cap on how many chests can spawn.
There's always been a hard cap, except some dungeons were bugged.
DestroyerPewnack wrote: »DestroyerPewnack wrote: »I think you're over-estimating them, especially now that there's a hard cap on how many chests can spawn.
There's always been a hard cap, except some dungeons were bugged.
Oh? I had no idea.
But my point was that you only get 2 or 3 chests. Each one gives you a small chance of getting a set piece; a smaller chance it's a piece you haven't collected yet; a smaller chance that it's from the set you want; an even smaller chance that it's the actual piece you want.
So, while they definitely help, it's not really a lot.
DestroyerPewnack wrote: »Let me preface this thread by saying, this is not a complaint. I am not suggesting we should go back to the old RNG system, nor am I saying I am in favor of the new one. All this is, is an observation to some (perhaps) unintended consequences of the change.
DestroyerPewnack wrote: »Let me preface this thread by saying, this is not a complaint. I am not suggesting we should go back to the old RNG system, nor am I saying I am in favor of the new one. All this is, is an observation to some (perhaps) unintended consequences of the change.
From what I have seen, if you're farming a certain set piece, random people in dungeons are either less likely to help (because they'd rather complete their own sticker books,) or unable to help (because they have already collected the piece you're looking for in previous runs.)
For this example, imagine someone trying to get a specific weapon or jewelry piece. Most dungeons have 45 of those (15 per set.) I will also assume that in the old RNG system, people help 100% of the time, and in the new RNG system, people never help, (either because they don't want to, or literally can't.) For argument's sake.
In the old RNG system, each one of you had a 1/45 chance of getting it. There's 4 of you, so that's 4/45, or 8.89% chance. This is accounting for the chance of some of you getting duplicates.
In the new RNG system, in your first run, your chance is 1/45, or 2.22% chance. It will take you 33 more runs, to bring your chances up to 1/11, or 9.09% chance, to finally have better odds than you used to in the old RNG system.
One might argue that, at least in the new RNG system, you might get lucky and get the piece you want during the first 34 runs, or from a master chest, but these advantages were present in both the old and the new systems. The true benefit of the new RNG system becomes apparent after 34 runs.
We've all heard of people running a dungeon 200 times, and not getting the piece they want, but these were really exceptions. The old system worked well, for the most part. So, in essence, the new RNG system severely increases the time it takes the average player to get a specific set piece, for the sake of ensuring no players, no matter how few, have to run a dungeon 200 times.
Again, not saying good or bad, or that my math is flawless. Just an observation.