The Salt about droprate

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The Salt about droprate

Disclaimer: The nature of this topic isn't very constructive, but I'll try to somehow mitigate the damage.

I started to play a week ago, on Friday. Since then I completed all daily rewards and got a bit more from playing just for fun and receiving GGs from other players. Per day I open ~4 kegs, meaning in total I've opened around 30 kegs. The sad part about it is that I collected 0 legendaries and 2 or 3 epics from all those kegs. That's depressing, since more than a half of the cardpool is in epic/legendary tier. I can't gather any proper deck without legendaries, and I have to wait for 4-5 days to craft one, ignoring all other cards. This strictly limits my testing abilities, my joy from playing and my willingness to buy 60 kegs when nilfgard and golden cards are released. Why should I, if my past experience tells me that spending 60+ euros I'll get around 5 epics and, hopefully, 1-2 legendaries.

I beg developers to change their view on droprate and tier of various cards. Why silver Manticore and Sheldon Skaggs (10 strenght, no ability) is rare, but Jutta an Dimun (10 strenght, no ability) is epic? Despite the Skellige passive, this card is just unplayable, but takes valuable spot in kegs. Why you have to collect leaders? Wouldn't it be better to give them to players for doing something, like leveling up, for example? They open such vast array of possible decks. Even though you might not have a lot of legendaries, these few cards can complitely change your game experience and ecourage you to experiment. Why not to make "pity counter" like in HS, when after you get a number of kegs without legendaries, you get one after you reach the limit of unlucky tries.

Despite the fact that I'm the unluckiest person in CBT, I do hope that things in departments I mentioned above will improve. And from the postion of TS I want wish other players to have more luck me.
 
I've opened around 30 kegs and only 2 epics and no legendary as well. Now i'm stacking Ore to open more packs in one go (maybe luck will change despite the fact that chances are calculated every pack not as a whole).

But i'm having fun. Matchmaking at least is kind to me.
 
Half-a-Cat;n6928990 said:
Disclaimer: The nature of this topic isn't very constructive, but I'll try to somehow mitigate the damage.

I started to play a week ago, on Friday. Since then I completed all daily rewards and got a bit more from playing just for fun and receiving GGs from other players. Per day I open ~4 kegs, meaning in total I've opened around 30 kegs. The sad part about it is that I collected 0 legendaries and 2 or 3 epics from all those kegs. That's depressing, since more than a half of the cardpool is in epic/legendary tier. I can't gather any proper deck without legendaries, and I have to wait for 4-5 days to craft one, ignoring all other cards. This strictly limits my testing abilities, my joy from playing and my willingness to buy 60 kegs when nilfgard and golden cards are released. Why should I, if my past experience tells me that spending 60+ euros I'll get around 5 epics and, hopefully, 1-2 legendaries.

I beg developers to change their view on droprate and tier of various cards. Why silver Manticore and Sheldon Skaggs (10 strenght, no ability) is rare, but Jutta an Dimun (10 strenght, no ability) is epic? Despite the Skellige passive, this card is just unplayable, but takes valuable spot in kegs. Why you have to collect leaders? Wouldn't it be better to give them to players for doing something, like leveling up, for example? They open such vast array of possible decks. Even though you might not have a lot of legendaries, these few cards can complitely change your game experience and ecourage you to experiment. Why not to make "pity counter" like in HS, when after you get a number of kegs without legendaries, you get one after you reach the limit of unlucky tries.

Despite the fact that I'm the unluckiest person in CBT, I do hope that things in departments I mentioned above will improve. And from the postion of TS I want wish other players to have more luck me.


Card pool is in a very bad spot i really feel they must fix this issue, because over half the card pool is epic/legend the rarity drop rate for Kegs is massively affected, the fact is you have a much less chance of hitting 50% of the card pool (epic/legend) in Kegs which means your getting way to many duplicates, i played F2P for over a week to test it, then i bought 60 Kegs and got 1 Legend!

P.s There are also many cards that shouldn't be epic and Legend, i think the card pool needs a revamp or the drop needs a revamp either way the card pool is in trouble due to rarity % i mean are they gonna only print common and rares for expansions to balance out the pool?
 
Less Legendary and Epic cards would just mean less drop rate as well. If the cardpool expand a lot there should be lesser legendary cards.

But if you assume one legendary for every 21 kegs and you gather 800 additional scraps along the way you should get around 2 legendary a week if you make every day 3 level.
Every day 3 level is much time played in the long run but still a decent gain for your time.

Maybe bought kegs have a higher drop rate but there are people that have a higher legendary rate per 21 kegs and bought a lot of cards. we don't know that for sure now and they can still change it.
 
Maybe increase the droprate for at least silver cards. I don't say guarantee silver card in every keg, but increase chance to 50% maybe. It's not seldom that I get kegs with bronzes only about 10 times in a row. While I enjoy the game and can deal with some unlucky days, it becomes frustrating when you get no real reward over a long time.
 
I think the OP brings up a valid point about RNG in general -- especially when real money is involved. As someone who is unrealistically stomped by RNGs all the time, I know that burn well. (People have often watched the streaks of bad luck I suffer with things like dice then called it "impossible".)

In projects of my own, I've managed to balance this by creating a "bottom shelf". Meaning, for example, while I can certainly roll "1's" 10+ times in a row (and will!), I would introduce a mechanic whereby after 3 consecutive 1's, a 1 is no longer a valid roll, and is automatically re-rolled until the result is >1. So, you can never fail completely more than 3 times before the game will guarantee some form of success.

It might be worthwhile to look into such a mechanic for purchased kegs, guaranteeing a certain level of card after a certain value has been spent in a user's account. This still keeps things random enough that the game is not pay-to-win while also ensuring people who spend large amounts of money are given something of value for their purchases.

After all, while the house always wins, you still don't want people walking out of the casino.
 
SigilFey;n6933720 said:
I think the OP brings up a valid point about RNG in general -- especially when real money is involved. As someone who is unrealistically stomped by RNGs all the time, I know that burn well. (People have often watched the streaks of bad luck I suffer with things like dice then called it "impossible".)

In projects of my own, I've managed to balance this by creating a "bottom shelf". Meaning, for example, while I can certainly roll "1's" 10+ times in a row (and will!), I would introduce a mechanic whereby after 3 consecutive 1's, a 1 is no longer a valid roll, and is automatically re-rolled until the result is >1. So, you can never fail completely more than 3 times before the game will guarantee some form of success.

It might be worthwhile to look into such a mechanic for purchased kegs, guaranteeing a certain level of card after a certain value has been spent in a user's account. This still keeps things random enough that the game is not pay-to-win while also ensuring people who spend large amounts of money are given something of value for their purchases.

After all, while the house always wins, you still don't want people walking out of the casino.

The mechanic you introduced is called "Pity counter" and is hiddenly implemented in HS. As far as I know, if you hit the unlucky strike of 39 packs there, on your 40th pack you will get a legendary. In addition, for each "unlucky" pack your chance of getting a legendary increases. I believe that although it might not be the best system possible, at least it's something.
 
Drop rate does seem to be an issue. Hopefully the ratios of the rarities will be tweaked. However I would also like to see a scrap bonus assigned to the "Mill Spare" button. So, if you are just milling cards you don't want, you get the normal Mill value. However, if your kegs are dropping a lot of "extra" cards (and let's face it, once you are at a certain level, you have three of almost every bronze and enough silver that many kegs are entirely spare cards) then maybe they can give an extra bonus to milling them. Maybe a +5 for every three cards milled that way (or +10 for every 5 milled that way). It seems almost every level for the last few days has been "Spend 100 ore for 30 scrap*."

* Of course there are other threads discussing buying scrap with ore, which can also be an option.
 
Half-a-Cat;n6933840 said:
The mechanic you introduced is called "Pity counter" and is hiddenly implemented in HS. As far as I know, if you hit the unlucky strike of 39 packs there, on your 40th pack you will get a legendary. In addition, for each "unlucky" pack your chance of getting a legendary increases. I believe that although it might not be the best system possible, at least it's something.

That's a step in the right direction, probably. Any idea what the offset is per "bum" pack in Hearthstone? Not sure how many players would fork over real money 40 times without receiving something worthwhile in return. But Hearthstone is still wildly successful, so they must have struck some sort of clear note.


Infiltrator;n6935780 said:
Drop rate is bad, but scrap and ore rewards are plentiful so it's a non issue I'd say.

Here's a balance concern then: If I can mill / build cards using in-game currency quickly and easily enough to offset bum purchases...why would I risk purchasing?

I think the OP's point is still worth considering. Players can grind away for what they need if they choose, but players that opt to spend real money should be guaranteed something of equivalent value for their purchases after a certain point.

The real challenge is ensuring:

1.) Grinding is a rewarding, fun experience.

2.) Purchasing doesn't result in "domination decks", but is simply an ease-of-use option.
 
When I was level 5 or so I bought a pack of 15 kegs. Over 30% of the drops were duplicates that had to be milled. I would have expected to get through a lot more kegs before running into such a high duplicate rate. I also found that through opening so few packs I've collected at least one copy of almost all the commons and rares. I would not have expected to do that so early in the game.

I think the current card collection ratio of rarities isn't ideal. If more cards in the collection were common/rare and less were epic/legendary, I think the current keg droprates would work a lot better.
 
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