Hey so, I came here from a game that has a very intricate loot engine, and while I’m not making any spreadsheets or anything, I try and keep and eye on how things go. This game is a little grindy so I frequently perform the same comfortable activities across a range of times and I’ve noticed that the results can frequently vary.
t this point I’m curious about player observations. I’m not sure if a dev would clarify any of this but they’re fairly open here so maybe someone will take an interest when they’re at work.
I’m specifically curious about the following effects:
What I mean here is if there are, for instance, a threshold amount of reactive lamella extant in game, will the system lower the drop chances for reactive lamella when a fungus is harvested?
What i mean here is if there are a given number of players who appear to be performing an identical activity, will the system lower drop rates. For example, if here have been 100 lamella harvested universe wide in the last 5 minutes, drop chance for lamella would be lowered.
What I mean here is maybe a little more complicated if you haven’t experienced it. There are several ways to achieve this but the net result is that some times are better than others for certain activities. It may be clock time related but more likely elapsed time, and if it’s used heavily it creates the impression of cycles or waves.
Effectively then, if I was seeing poor results harvesting lamella, I could head over to another biome perhaps and harvest fibrous or another resource, which may be on an up cycle. TBF I do this out of long habit and I don’t see it working here within the same sort of related activities. However if it was an overall hunt/gather/mine/craft separation applied subtly it would be much harder to notice.
Other Balancing effects:
I don’t know I’ve been playing MMO a long time, but not a lot of games. I’m sure there are other techniques I’m not looking for/familiar with. Is anybody aware of similar mechanisms?
It would be wonderful if I could just know that each loot event is a 100% isolated call to the RNG for drop chance and quantity. Since we already have modifier stats It’s clearly not that simple.
i see there are definitely some number trackers here in the community - barring dev input, are there any players with info on this, or tracking numbers over long periods to watch for this stuff?