I once heard that rumor a few months ago but the word was it was BOP from there, and unlike the rest of the player base I can handle terradome with ease. We hunted for it for several weeks and saw nothing. I took to the forums again and it would seem that it never dropped in the Terradome to begin with.
I once heard that rumor a few months ago but the word was it was BOP from there, and unlike the rest of the player base I can handle terradome with ease. We hunted for it for several weeks and saw nothing. I took to the forums again and it would seem that it never dropped in the Terradome to begin with.
Considering I haven't run Terradome in over a year, the question is irrelevant.
You've made a claim as to an item not dropping. You've backed it up with nothing more than "I've never seen it drop".
Did you research the drop rate? Did you run the mission enough times to reasonably rule out a streaky rng keeping you from the drop?
I find it kind of funny that in a thread asking for more unique and very hard to obtain/super rare items, the OP is frustrated that they can't confirm the continued drop rate for such an item. I mean isn't this exactly the kind of thing the OP would want? Especially if it does indeed no longer drop?
Id personally like to see more unique items drop in certain hard locations. Its the one thing that this mmo doesnt have unlike others.
For example have some very rare weapon drop like mentioned on the borg queen, or have some very snazy armor drop on the crystal entity, it would get people actually rolling these things.
I really don't understand the appeal of random drops. I think many players like me dislike the luck-based component. If you want to make an item hard to obtain, then make the mission harder and the reward guaranteed. That way, it is about skill rather than luck. For example, I think a mission with difficulty level of the No Win Scenario should probably drop something.
Id personally like to see more unique items drop in certain hard locations. Its the one thing that this mmo doesnt have unlike others.
For example have some very rare weapon drop like mentioned on the borg queen, or have some very snazy armor drop on the crystal entity, it would get people actually rolling these things.
Just my 0.02 $
Thank you, Loku. Some rare drops might even attract players to the Defera Invasion or New Romulus. Rare items are great motivation for players. P2W community aside, of course.
I really don't understand the appeal of random drops. I think many players like me dislike the luck-based component. If you want to make an item hard to obtain, then make the mission harder and the reward guaranteed. That way, it is about skill rather than luck. For example, I think a mission with difficulty level of the No Win Scenario should probably drop something.
I agree, but why do you want drops to be random? I would rather have the drops be guaranteed and scale with the difficulty of the mission. Harder missions would have better drops. Then, the difficulty of obtaining an item wouldn't be about luck.
I agree, but why do you want drops to be random? I would rather have the drops be guaranteed and scale with the difficulty of the mission. Harder missions would have better drops. Then, the difficulty of obtaining an item wouldn't be about luck.
Random drops mean you have to keep comming back opposed to completing it one time, getting your item and never returning. Random drops stimulate gameplay and give teams motivation to keep on trucking.
Random drops mean you have to keep comming back opposed to completing it one time, getting your item and never returning. Random drops stimulate gameplay and give teams motivation to keep on trucking.
"Random drops mean you have to keep coming back"
Not really, in the old system I saw plenty of peeps do very few stfs and were lucky enough to get drop after drop. Once they completed the set they did no more, while others who had done hundreds with not one single drop!
How is that any different to how it is now?
More so, by your own definition, the way the reputation system is setup now is made for you to keep coming back to grind the same stuff over and over again.
The only difference now though, is the new system actually gives you a chance and a goal to work towards.
You're missing the point... The random drops should exist aside from rep to encourage players who may have maxed out their omega rep to continue doing stf missions and lend their skill to the community while hunting those items.
Random drops mean you have to keep comming back opposed to completing it one time, getting your item and never returning. Random drops stimulate gameplay and give teams motivation to keep on trucking.
I still dislike the idea of random rewards. If you want people to repeatedly play a mission in order to get the reward, then increase the difficulty to make the mission harder to complete or only give the reward after a fixed number of completions.
You're missing the point... The random drops should exist aside from rep to encourage players who may have maxed out their omega rep to continue doing stf missions and lend their skill to the community while hunting those items.
No one is stopping you from still doing the stfs. I reached T5 months ago and still do stfs on a regular basis, at least one or more a day.
I still do them because they are a very good source of Dilithium.
I get your point very clear, but its just another "What I want" post in the end.
You're missing the point... The random drops should exist aside from rep to encourage players who may have maxed out their omega rep to continue doing stf missions and lend their skill to the community while hunting those items.
Let us consider two models:
Model 1: Complete a mission 100 times to get the reward.
Model 2: The reward drops with a probability of 1/100 each time you complete the mission.
The average number of completions required to obtain the reward is 100 under both models. Under model 2, some players would require more than 100 completions; let's call them group A. Other players would require fewer than 100 completions; let's call them group B.
Consider the following possibilities:
(i) The average number of people playing the mission would be higher under model 2 than model 1.
(ii) The average number of people playing the mission is the same under both models, because the players in group A are offset by the players in group B.
Why do you believe (i) is the case rather than (ii)?
Comments
Elaborate.
I once heard that rumor a few months ago but the word was it was BOP from there, and unlike the rest of the player base I can handle terradome with ease. We hunted for it for several weeks and saw nothing. I took to the forums again and it would seem that it never dropped in the Terradome to begin with.
How many runs?
Plenty. Have you seen it?
I've been through Terradome several times, yes.
You however, are doing very little to get people to believe that you've statistically ruled out the borg kit from dropping in said mission.
Saying "I've run it a bunch, and I got nothing" doesn't cut it.
Have you seen the kit drop? That was the question.
Considering I haven't run Terradome in over a year, the question is irrelevant.
You've made a claim as to an item not dropping. You've backed it up with nothing more than "I've never seen it drop".
Did you research the drop rate? Did you run the mission enough times to reasonably rule out a streaky rng keeping you from the drop?
For example have some very rare weapon drop like mentioned on the borg queen, or have some very snazy armor drop on the crystal entity, it would get people actually rolling these things.
Just my 0.02 $
Thank you, Loku. Some rare drops might even attract players to the Defera Invasion or New Romulus. Rare items are great motivation for players. P2W community aside, of course.
No Win should definatly have a drop.
It does.
The titles.
I agree, but why do you want drops to be random? I would rather have the drops be guaranteed and scale with the difficulty of the mission. Harder missions would have better drops. Then, the difficulty of obtaining an item wouldn't be about luck.
Titles are trash.
Random drops mean you have to keep comming back opposed to completing it one time, getting your item and never returning. Random drops stimulate gameplay and give teams motivation to keep on trucking.
I guess it's not shiny enough for him.
Which you get by means other than random drops.
"Random drops mean you have to keep coming back"
Not really, in the old system I saw plenty of peeps do very few stfs and were lucky enough to get drop after drop. Once they completed the set they did no more, while others who had done hundreds with not one single drop!
How is that any different to how it is now?
More so, by your own definition, the way the reputation system is setup now is made for you to keep coming back to grind the same stuff over and over again.
The only difference now though, is the new system actually gives you a chance and a goal to work towards.
in effect you just answered your own question ......(pushes button to close thread)
I still dislike the idea of random rewards. If you want people to repeatedly play a mission in order to get the reward, then increase the difficulty to make the mission harder to complete or only give the reward after a fixed number of completions.
No one is stopping you from still doing the stfs. I reached T5 months ago and still do stfs on a regular basis, at least one or more a day.
I still do them because they are a very good source of Dilithium.
I get your point very clear, but its just another "What I want" post in the end.
Squeeky hindges get oiled first.
Let us consider two models:
Model 1: Complete a mission 100 times to get the reward.
Model 2: The reward drops with a probability of 1/100 each time you complete the mission.
The average number of completions required to obtain the reward is 100 under both models. Under model 2, some players would require more than 100 completions; let's call them group A. Other players would require fewer than 100 completions; let's call them group B.
Consider the following possibilities:
(i) The average number of people playing the mission would be higher under model 2 than model 1.
(ii) The average number of people playing the mission is the same under both models, because the players in group A are offset by the players in group B.
Why do you believe (i) is the case rather than (ii)?