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2/10/2024 3:46:15 PM
17

The Idea of bad luck protection

Has been brought up many times before. No luck with exotic drop so you just keep running the same thing over and over and over until you become burned out and walk away from the game. This is unhealthy for the player, and the game. Yes the player controls their behavior, but the developer also has controls. Bad luck protection to prevent this, and is easy enough to implement; many games have it. That way you would know that if you run a raid, dungeon etc so many times you will get the drop. Each successive run increases the drop chance until you get that weapon or exotic drop. A huge QOL thing Bungie could implement, but has not yet.

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  • I can’t even get a pinnacle chest price on Titan. Every week just gives me anything except the one thing I need.

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    1 답변
    • OP, they did. I think the threshold is 50 runs for raids DSC and after. If you minmax it, 3x a week, it's still almost 17 weeks to get the guaranteed drop, but it's guaranteed at a certain point around the 50 run mark. It'd sure be nice if Bungie put in bad luck protection for just normal raid and dungeon guns, though. Y'all might not be having a problem with this, but 5 pieces of armour and a gun is not a rewarding experience, especially when the last time I saw a 66+ stat piece of raid/dungeon armour was over two years ago. Of the last 150 dungeons and raids I've run, only 2 dropped more than 1 gun, 20 of the last 24 Duality runs dropped nothing but armour.

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      3 답변
      • Raids: RNG up to 20 clears then it’s guaranteed Dungeons: Same as raids Legend lost sector: Platinum- 50% Gold-25% Silver-12.5% None-6.25% Master lost sectors: Platinum-100% Gold-50% Silver-25% None-12.5%

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        9 답변
        • [quote]Has been brought up many times before. No luck with exotic drop so you just keep running the same thing over and over and over until you become burned out and walk away from the game. This is unhealthy for the player, and the game. Yes the player controls their behavior, but the developer also has controls. Bad luck protection to prevent this, and is easy enough to implement; many games have it. That way you would know that if you run a raid, dungeon etc so many times you will get the drop. Each successive run increases the drop chance until you get that weapon or exotic drop. A huge QOL thing Bungie could implement, but has not yet.[/quote] That’s the exact opposite of the issue. It’s unhealthy for the game to have no rare loot. There is no uncommon items in this game anymore. Gone are the days of educating rare drops. One of the biggest things killing the game.

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          1 답변
          • Careful on the forums with this kind of talk, as rarity of items makes elitists feel good about themselves, and junior statisticians will gaslight you with theoretical math to justify piss poor game design.

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          • The issue is the weekly loot cap. That is what drives burn out and leads to the calls for bad luck protection. What is really needed is to make the raids/dungeon exotics farmable by removing the weekly loot cap. They did this leading into shadow keep for the stuff going into the dcv and all complaints of exotics not dropping went away. This gives full agency to the players to farm at their leisure and reduces burnout from failing their limited chances week after week. But Bungie has less control on player engagement because it doesn’t lead to players feeling compelled to log in week after week for the 3 chances. Which is probably why they haven’t brought it back since.

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          • I solo mastered a lost sector, flawlessly by the way, just sayin. I ran it several times and got no exotic helmet for my Titan. I'M MISSING 3 EXOTIC HELMETS.

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            7 답변
            • 1
              Complete the challenges and farm just the boss encounter when you can. Every boss (in the dungeons and raids I’ve played) in this game can be downed in 10 minutes with a good team. You could potentially run the encounter half a dozen times in an hour. I’ve only ever seriously farmed two endgame exotic and it didn’t take much time for me to get either.

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            • I'm not running anything more than a couple times total for an exotic. Just ask the Vex Mythoclast, 1K Voices, Eyes of Tomorrow, the other raid ones I can't remember the names of, the dungeon exotics I won't get because I don't buy the keys...

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            • 작성자: 堺市 Rinzler (PRIMARCH) 2/12/2024 8:25:12 AM
              OR...you can stop whining and acting entitled to what is specifically supposed to be the rarest loot in the game. Raid exotics arent even supposed to hardly ever drop in the 1st place.... Stg you guys wouldnt survive D1, where just legendaries were harder to get than exotics are now.

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              4 답변
              • Well it got implemented perfectly on crota so you are wrong in that it hasn’t been done. That system hasn’t been copied to other raids / dungeons. Although - in dungeons you can earn your way to better RNG - last wish has RNG protection. 1k drop is crazy high percent now - GOS you do a quest to get divinity - in other raids it is suggested that RNG improves with clears but because it’s not transparent you just don’t know. And also RNG means some people will do them lots and be unlucky. Anyway I agree there should be bad luck protection but do some more homework before venting. Better to advocate to copy the system in crota. It is perfect. Some people get lucky and get it early. Everyone else can see how close they are.

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              • RNG exotics are purely there to waste as much time as possible of their hardcore players. They WANT to waste our time. Thats why we havent seen bad luck protection yet. They had exotic quests for legend of acrius and divinity. Those were respecting players time. Thats why they stepped away from quests for almost every other following raid/dungeon. People were "done" too quickly. They see the short term benefit of player engagement number. People like me burned out from all of these stupid time disrespecting implementations and stopped playing endgame such as raids and dungeons entirely. Will never touch any new raids ever again after these abysmal drop rates and feeling forced to do 3 runs every single reset. And then they came up with their fake drop rate increase via triumphs that did nothing. We cant prove that it didnt do anything either cause at the end of the day rng is rng. Even with a potential 90 % drop change due to all triumphs done, it can technically still take you 100 runs. Its rng. And that system stinks and will always be bad. We need actual quests back for every raid/dungeon exo or im not touching em anymore. They lost so many players.

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                7 답변
                • One of the reasons I stopped playing. To much grind for 0 return

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                • Running repeatedly in any one week won't help as only the first run on each character per week has a chance of getting the exotic drop. Increased chances after each qualifying fail is not a bad idea however. It took me nearly 2 seasons to get the sword from Duality but at least this time I got the sidearm after a few weeks.

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                  4 답변
                  • They implemented it in certain raids and put a cap on it; DSC/LW. While I like the boosters; I think the best exotic implementation so far was Crota's exotic. Chance for random drop OR a lengthy quest.

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                    5 답변
                    • A topic that has been preached for years now. It was nice that they added in the triumph boosts for things like the dungeon exotics and I'm fairly certain that at one point there was mention of where consecutive runs on the DSC raid improved the EoT drop rate, but this late into the game would make any sort of qol improvements feel hollow and in poor faith to keep players invested. Too little, too late and all that. I wouldn't be surprised if they did implement bad luck protection for end-game exotics after TFS, but most us have seen the red flags. For some of us, TFS is gonna be a 2nd Rise of Iron + Age of Triumphs and that'll be the end of Destiny(or so we hope).

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                      1 답변
                      • I see alot of mention about them removing the cap on other activities. How many more times do you think Bungie will do this in their "learning" process before they actually learn capping participation has literally never been the correct answer? They really think they're so flawless they can't do anything wrong, it seems😂. Its one of very few reasons people do the same things over and over. That seems like the best answer though. Let players grind at will. Its what the game is about right? Its not our fault if they can't keep up with demand. Maybe they could if they stopped firing so many people.

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