[b]TL;DR version:[/b] Destiny needs some system in place that makes the statement "[i]Just keep on running it, eventually you'll get the drop you're looking for[/i]", true. Right now, this [b]IS NOT [/b]true. Even if you had to kill Crota 15 times to get a Black Hammer, just knowing that you [b]will[/b] get it ([b]not might[/b]) would remove the frustration from the RNG.
[i][u]Overview[/u][/i]
No matter where you stand on the issue of Destiny's loot system, I believe that all reasonable people can agree that [b]the loot system is not a selling point of Destiny[/b]. You may hate it, you might not care about it, or it's possible you think it is okay. However,[b] I have never seen someone say their favorite thing about Destiny is the loot system.[/b]
The purpose of this thread is to try to explain exactly why people get frustrated at the loot system (me included), why people argue that it should not be changed/improved, and why loot matters to everyone. Then, discuss some solutions to these problems.
For those that feel shafted by the loot system, I hope you'll read this and feel that I've properly explained the way you feel. For those lucky people that have all the loot they want, I hope that after reading this you'll be able to empathize with people that haven't been as lucky as you. If Deej is reading this, I hope that this article may give you some new ideas when having meeting with the developers about the loot system.
[i][u]How Destiny's loot system works today[/u][/i] (as of 1/12/15)
(This is based on observation, as exactly how it works has never been confirmed by Bungie)
When completing content that awards loot (Crucible, raids, strikes, etc..) a loot table is referenced. Each item in the table has a percent chance to drop associated with it. Each time you complete the content, the table is referenced, and loot is awarded (or not, since null is in there as well). One very important thing to note is that the percent chance [b]does not change[/b]; It is completely static.
A coin flip is a good analogy for describing the loot system. Every time you flip the coin, the odds of heads or tails are always exactly the same. This means that if you have flipped a coin 99 times and every flip has been heads, you still have an equal chance between heads or tails on the 100th flip.
[u][i]How this impacts the player[/i][/u]
The result of loot being assigned like this is that the number of times the content has been completed is not taken into account when items are awarded. Here are some of the bad examples that I've seen in reviews and on the forums:
- Player with over 800 hours played does not have a Hawkmoon and is upset about the person with 37 hours played that just got a Hawkmoon (I'm equating hours played to content completed in this example. I assume they weren't just sitting in orbit all day)
- Player has beat Crota 12 times in a row (across 3 characters) and has not had a weapon drop, only radiant materials. His friends have beat Crota only a few times and already have more weapons awarded than he does.
- People getting exotics from ROC strikes while others have never seen an exotic from an ROC strike but have run more than the person awarded the exotic.
[i][u]WHY do players get upset about this exactly?[/u][/i]
[i]1) Loot = Content:[/i]
To really understand, you need to think of loot as being content (it is definitely content). People want to experience firing a Gjallarhorn, or want to try the Blackhammer on Valus. Destiny has done a very good job making so many weapons feel unique, that if someone isn't using them they are missing out.
It is upsetting when a player has done as much or more as someone else, but that other player is getting to experience more content.
[i]2) Will I EVER get that X?:[/i]
As the loot system exists today, there is a distinct possibility that one will NEVER get to use a certain weapon no matter how long they play the game.
Just one small example from my own experience is never getting Fatebringer (not even sure how many times I beat Templar on hard trying). I hear people talking about how awesome it is all the time, but I have no idea what that's like since I've never gotten to use one myself.
And that is the concern right there. This causes frustration for people because they are repeatedly performing the same action over and over again yet not getting the results they are looking for. In real life, we would call these people stupid or crazy. Their buddies may tell them "just keep on trying, you'll get it eventually" but this statement is 100% false.
[u][i]Why do people LIKE the current loot system?[/i][/u]
For every complaint thread made, there always seem to be people defending the loot system. The one constant I see in all of these defense posts is that [b]they do not want Destiny to experience loot inflation.[/b] What this means is that they don't want everyone to "just have loot handed to them." They don't want to see literally every player they encounter to all be using the same weapons and armor. They don't want people to get loot that they haven't [b]earned[/b].
These concerns are 100% valid and fair. I feel the exact same way.
[u][i]How can the loot system be improved?[/i][/u]
[i]First, let's describe the problem:[/i]
The loot system does not award items in a way that is aligned with the effort of the player. In addition, there is no alternative method for a player to get certain items. This is a constant source of frustration for people that are completing content but not getting the loot they are looking for.
[i]Solution Acceptance Criteria:[/i]
A solution to the loot system problem must improve the effort and alignment problem, but not inflate the loot system in a way that makes people feel everyone is just "handed loot to them".
[i][u]The following solutions would meet the above requirements:[/u][/i]
1) Change the drop percentage chance from being static to being fluid (and ideally display this to the player):
[i]Example:[/i] All of the weapons on Crota start with a 1% chance of dropping for me when I beat him. Every time I beat Crota and do not receive weapons, the percent chance of the weapons I didn't get increases (like maybe from 1% to 3%). Eventually, the chance of the weapon I have never received would reach 100% if I beat Crota enough times. This would of course probably take months, but[b] the key thing is that I know I will eventually get that weapon I'm looking for.[/b]
This would remove the frustration from not getting lucky RNG, without inflating the loot since it would still take many Crota kills to get the loot you want.
2) Institute a vendor loot system
[i]Example:[/i] I beat Crota but am not awarded with any weapons. Instead, I get a "legendary coin". This same thing happens 6 more times and now I have 7 legendary coins. I take these 7 coins to the vendor, and use them to purchase 1 raid weapon.
This again would remove the frustration from not getting anything, and would not inflate loot.
[i][u]Final Words[/u][/i]
Essentially what the player that is frustrated about loot wants is a method of getting certain loot drops if they don't get lucky RNG. They fully expect that "grinding it out" is going to take much longer than getting lucky RNG, and this is perfectly okay. Even if it would take a month to get one weapon, [b]they know that they can eventually get it no matter what[/b]. They DO NOT want to just get loot handed to them for not doing anything.
I know there are plenty of other things players feel very strongly about improving (vault, story, exploits, disconnects, no skill involved in loot, etc...) but I have only discussed this one (very important) thing in order to remain concise.
Thanks for reading, please like and comment :)
**Some Edits based on comments**
- Update, it is now 15 Crota kills in a row with no raid weapons for me
- Agreed, finally getting that particular piece of loot you want is an awesome feeling that shouldn't be taken away. I don't think that adding a grind system on top of the existing luck system would take that way however. Imagine if you got the Thorn in a lucky drop and didn't need to do the bounty? Would still be an excited feeling.
- Yes, there are A LOT of words here. I don't believe that just saying "Destiny's loot system sucks" explains why it's bad. Not that posting the loot system sucks is bad or anything (it's feedback, which is good), but I just hadn't seen an analysis on the current condition of the loot system posted, so I thought I'd made one.
- "Deej won't read this and doesn't care": Just from a logistics perspective, it's hard to imagine one person can read every single post on the forums. However, I am not convinced (yet) that Bungie doesn't care about its customers (I DO think this way about EA and Ubisoft). It'd be really cool if Deej would talk about the loot system in the next weekly update. I'd really like to know if Bungie philosophically believes that just a random luck system is the way to go, and the only changes being made to it in the exact percentages or not.
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I think the loot system is s**t I have done Hard VOG 30 times and I still don't have the Mythoclast!!!
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i think they should tweak it to go towards score and skill but when you get the weapons you want and fully upgrade them lets see how much you will play it not that much
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Edited by Cheesesteak21: 1/15/2015 10:00:11 PMBump the fluid loot table would be great especially if they made it so it lowered tour chances of getting an exotic you already have and raised your chances of getting one you dont... Also another idea I've seen on other threads is instituting an exotic bounties in the game for other exotics, who really wants 5 bad jujus
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2 RepliesEdited by Drakan: 1/15/2015 7:36:39 PMVery good post. What I don't understand is that you write you have beaten Crota 15 times and never got a weapon drop. Is this statement correct? The reason I'm asking is because I have beaten him five times and all five times I have received a raid weapon (from killing Crota himself). Or do you actually mean from CE raid as a whole (all checkpoints)? Because my five raid weapon drops have been from Crota himself, not on earlier cps. Fatebringer is very, very good. I play on Xbox so haven't tried Hawkmoon. But I do have every other exotic handgun (TLW, Thorn) and have tried out almost every legendary handgun and have to say that Fatebringer is hands down the best handgun in the game bar none. Excellent for crowd control (i.e. Crota's End beginning of the raid and for Nightfalls) as it kills multiple enemies with only one shot. The arc damage is simply the icing on the cake on such a fine weapon. Today I finally got Vision of Confluence, the weapon I wanted most. Took me 22 VOG completions of which 20 on hard mode. You'd think I'd be shouting of joy and jumping up and down. Fact is my feelings on having it at long last are not happiness. They are deep irritation and bitterness for being cheated for so long out of it. It was long overdue and about time I got it. Some people have played one-third my time and have three or four copies. I mean you get VoC on normal mode; you don't need to play it on hard. I play it on hard to get double the chances of getting it across two characters. After over 600 hours playing I still do not have a Gjallahorn. It is incredible. I have had multiple times three or four identical exotic drops but never this one. That is bad coding or a flawed loot drop algorithm. The loot drop system on Destiny needs to be addressed to retain the player base and avoid them the "burned out" syndrome that comes from iterative grinding.
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I Think plain and simple it should be a loot system exactly like World of War craft where there are drops for each class and then weapon drops and everyone has to "roll" for them this way if for instance 4 people in a raid have icebreaker and the other 2 do not then those two roll for that item and best roll wins of course. Simple fair and you know what is on the table
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Bump.
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1 ReplyThe biggest problem with current loot system I think is that it does not reward players who do well. I'm not saying only the person who does the best should get any rewards, this would discourage team work. But your chances should be scaled based and your performance and involvement. It makes no sense that there is no reward for performing well. Especially in a competitive setting such as the crucible.
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1 ReplyYou've nailed it. Many may agree and many may disagree. The truth is simple. Randomized loot, though not bad when implemented within a larger scale loot system, is a horrible way to distribute rewards to players for completing challenges. Personally I have killed Crota 23 times since release. Since week two I have killed him three times, deleted and re-leveled a character, and beat him a fourth time. So I have killed crota for loot a total of 23 times. Yet this week I received my first raid ship and helmet, and have every raid weapon except for black hammer. Rewind to pre DLC. I hit up atheon like a freight train for the vex Mythoclast. When it was nerfed I was not concerned as I had already calculated Bungie's mistake and knew where the buff would bring the weapons damage to. The week of the atheon fix, where you could no longer push him off the edge, I was awarded this weapon. Since then I have received it on 6 other occasions, each of which I have wished for the ability to give it to one of the other members of my fireteam. I have many of the available exotic weapons, and armor. So many now that I am no longer excited when I see the yellow blip on my screen. Most likely I am being rewarded my third or fourth no land beyond, or ice breaker. Weapons which if I could give them to a member of my fire team I would. I have easily been rewarded enough exotics to cover every available exotic in the game. Yet I am missing a few exotics, some of which I would really like to have. I'm at the point where buying exotic shards from Xur would be a waste, since I have roughly 20 exotic shards at the moment. Now that I've been entirely too long winded in my reply to this post. I will finish by saying. This system is all about luck. Some people get lucky, others are lucky more often, and others are unlucky. Ultimately luck is not enough. A simple modifier to luck using total kills, k/d ratio, total points scored, number of times activity has been completed etc. would increase reward opportunity based on achievement and skill, give players more opportunity to receive items, and most importantly it would not guarantee any specific item be awarded to any player. This would solve one of the biggest arguments against a rework of the reward system.
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3 RepliesEdited by Synge_X: 1/14/2015 5:50:34 PMYou have obviously put a lot of work into this post and I agree with much of it. I have considered posting what I believe is the main issue with Destiny's drop system from the perspective of a person who is open about loving the game. I have one level 32 character and 2 other characters who have the gear but need to Shards. I'm the leader of an active clan who completes content weekly and helps other lower-level players. From my perspective the most frustrating thing is getting the same items over and over when someone else in the group could be getting those drops. I think the way to vastly increase everyone's chance at getting a certain item is to allow for players to trade only at the end of said content: Nightfalls, raids etc. The reason why say "only at the end" is because allowing players to trade at anytime will lead to players figuring out a way to dupe items(an act that ultimately for me ruined Diablo three). I do not think that it is part of the game's design to have every player eventually get every weapon. Sometimes just playing alongside another player who has that special exotic (that you don't have) is an experience in and of itself. But watching players get the same items over and over is very frustrating.
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2 Replies
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One interesting thing i see happen quite often is players recieving the same exotics over an over. For example it took me about 20 hard vog runs to get vex mythoclast,after i got my first one i kept getting another one or two weekly. So if they say its rng how is it possible to keep getting it almost every week after recieving my first one? Also after people have gotten the gellyhorn they somestimes get a second or third one shortly after.which i think is very strange since it supposed to be RNG....starting to think there are other possibilites behind the rng loot system. But this is my assumption
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I just wish the code was written in a manner that didn't give duplicates. It's easy enough to tag a file in code. Make it so if your RNG dictated you were getting an exotic at that point (from chest, engram, postmaster rank up), you would not get one you already had. This way at one point of playing, your chances of getting all the weapons available was there. Even if the modifier lasted a year. I would be happy with getting a new exotic every time I scored one.
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OR - you cannot receive the same item 3 times
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I accually really like the loot system it makes my continue playing and trying to get stuff even in VOG
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I know a fix. A character has to do particular action a set amount of times. People would quit making multiple characters each week to run the raid multiple times. You would know you could get the raid helmet after killing Crota 6 times.
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What really bugs me about the loot system is lack of variety. When it comes to purples, I keep getting the same types of items over and over again. As primary I keep getting auto and scout rifles. Had only one pulse rifle ever and no hand cannons (my favorites). You would not believe how many shotguns I dismantled. Only ever found one sniper and one fusion rifle. Murmur was a blessing (I wonder who got fired for giving that away to everyone).
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The easiest thing for them to change to fix rng is add a trading system for 5 minutes only for the items dropped at the end of an event. That way people aren't getting their 5th icebreaker while people like me who run 3 characters through everything every week are still hunting.
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Well written. Eventually if you want something bad enough and work long enough for it and never get it, it could be grounds for quitting the game. If the game is more frustrating than fun there is a problem.
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9 RepliesEdited by GANTZ: 1/14/2015 11:39:25 AMas long as there is no huge player decline , bungie wont care to improve the game or make it more fair
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They've made 500mil [b]PROFIT[/b]. They don't need to do shit
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I like the fluid idea, for it to work though every item would have to be assigned a %increase or decrease. Nothing having the largest increase and exotic having the largest decrease.
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It's a terrible loot system. I just seen another thread of some guy getting his 5th Thunderlord, how is that right when others haven't even had 1?
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2 RepliesThe loot system needs looking at big time it's a big problem, I don't mind because I play knowing that I could get a good weapon drop at any minute but today really annoyed me... In the iron banner I Went 31-8 26-10 and got nothing in either game I then went 33-8 in the last game we were losing in the iron banner 3,000 points down and turned it around all the guys had 2-3000 points I had 7,200 - it took teamwork to win the game obviously but everyone got something apart from me!?!? I got nothing not even a blue engram? The games messed up RNG wise...
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Agreed 100%. Just killed Crota and once again all I get is 2 radiant energy.....for the second week in a row. Been high in IB and no rewards at all. They worry so much on cheeses they forget about the other 95% their game