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Drop Level Limit Rework
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Drop Level Limit Rework
11/15/2011 4:40 pm

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Regist.: 10/18/2011
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This week's maintenance nearly put me into tears. There's so many possible ways to solve the playerbase's dissatisfaction with GDMO and yet Joymax hasn't done anything to do it.

What I would now suggest is a rework of the Drop Level Limit system.

First let us review the current DLLS (Drop Level Limit System <----I don't want to type this again and again :< )

1) If you are +10 above levels higher than the target mob, you will get no drops.
2) If you are -5 above levels lower than the target mob, you will get no drops.
3) For every +1 level you are higher than the target mob, your drop rate decreases. Leading up to 0% at +10. A possible 10% drop rate decrease is applied for every +1 level (+1 = 90% drop, +2 = 80% drop and so forth and so on)
4) For every -1 level you are lower than the target mob, your drop rate increases. A possible 1-5% increase for every -1 level (-1 = 101~105% drop, -2 = 102~110% drop). I can't confirm this yet. your drop rate stays the same.


Now to further explain how it goes down mathematically, I'll attempt to give an example. If the drop rate of a mercenary egg is at 0.01% (this is the usual drop rate for Cards in RO) and you are +3 levels above your target. You get 0.01 x 0.70 = 0.007% chance of gaining a Mercenary Egg (pretty low).


But with coordination from exp gain, one can hit from -1 to +3 in about 1hour killing the target Digimon, which is way too fast for "farming". This sort of inhospitable drop system is what leads players to ask it to be removed, to which divides the playerbase to go pro- and anti- DLLS. The usual argument being economy and highbies eating fields meant for lowbies. (And people becoming instant Economists.)


Hence I now propose a compromise to the two sides, a rework to the DLLS which should satisfy the playerbase and yet giving a possible livelier economy and safe leveling for the underleveled.

1) If you are +10 above levels higher than the target mob, you will get no drops.
2) If you are -10 above levels lower than the target mob, you will get no drops.
3) 100% drop rate for as long as you are within +10 ~ -10 levels of target mob.

The difference? There's no 3 and 4. This is actually the usual DLLS found in any other MMO implementing the said system. Just these 3 is enough to keep a flowing economy and at the same time protect the lowbies from harassment.


I take it Luciella will forward this, if possible, entire post to the management team, and not as some "Pleaseremovedropsystemprz" +1 item. I have been in charge of analyzing systems and providing solutions in our school and has been trained as such (possibly Systems Admin the moment I graduate) so this is not some noobish request. I have thought this out over the past two weeks already and decided that it's time to post this.


Any feedback is welcome. Even flames are welcome from our Pro-Joymax people who can't seem to see how much they are killing DMO. I just hope that you take this with an open-mind and view at it large-scale before you actually post a counter-argument to the proposed change. Thank you and good day everyone.

Edit: New data acquired. Could use more testing but I'm quite limited atm.
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http://img593.imageshack.us/img593/8647/ubd1925.png
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11/15/2011 7:25 pm

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Regist.: 10/20/2011
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I sure don't like one thing... if you are level 35 and killing a 46 that it won't give you anything... sometimes I don't want to farm, I just want to level up... if I want to farm I go into the +10 and if I want to level the -10 but I still would like a little more flexibility with this, again this is just me ranting...

But I do like your proposal Cid.
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FelipeDSilva lvl 45
Guild:DigiDestined
AgumonX lvl 41
C. Agumon 123% lvl 56
Gabumon 122% lvl 51
Patamon 124% lvl 41
Salamon 121% lvl 41
Gotsumon 123% lvl 46
Veedramon 122% lvl 41
MechaNorimon 122% lvl 44
Impmon 123% lvl 41
Piyomon 124%
DemiMeramon 106% lvl 41
Elecmon 123%
ExVmon 123%
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11/16/2011 11:39 am

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Regist.: 10/19/2011
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This is a great solution. I completely support this.

At least if this were to get implemented, people won't complain it's too easy or too hard to farm; just about right.

I still don't understand why the % drops every level after. I gain a level every 20 minutes or so when around levels 10-30. (Rarely to never using vitamins, etc)
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11/16/2011 1:39 pm

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Regist.: 10/18/2011
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well the level restriction is somehow good.Bu wgat about the dungeons i think there should be no lv limit for dungeon drops then if your 10lv above theres no need to go to that dungeon like in the dungeon in dats.
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11/16/2011 7:37 pm

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yeah when I went to the dungeon under dats it just further cemented my need for the limit to be removed cuz with the uber HP leaders down there you almost need to be 10+ levels above them to make any progress at all and you get nothing for it with the limit in place. I spent like an hour getting through and all I got in the end was that Icedevimon egg that cost 10m to scan and gave me a crappy Nso chip
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11/16/2011 8:48 pm

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This dungeon thing, even if you're in a party you still need to be 10+ levels to slog through it? If so then it's alright for the DLLS to be extended there (make it 15). If it was removed in Dungeons, no stopping future 99s spamming lvl 40-50 dungeons for loots. This will somewhat create chaos in the market...

But if it's doable in a party with 0-+5 level difference, then it should be fine. All it needs is the tweak in the DLLS I proposed and it's gonna be worth the runs. :>

Besides...It's very rare for an MMO to even have a "Dungeon" that's actually soloable..And still get good loots in it.
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http://img593.imageshack.us/img593/8647/ubd1925.png
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11/18/2011 8:04 am

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First post updated with data just recently found. >=I the DLLS is much more unforgiving than I thought it was.
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http://img593.imageshack.us/img593/8647/ubd1925.png
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11/21/2011 3:49 pm

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One MMO whitout free farm is destined to fail.
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11/21/2011 7:20 pm

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Thanks. I forwarded this. I have my fingers crossed that this passes through.
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11/22/2011 3:38 am

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Regist.: 10/20/2011
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I believe it should just be set to the normal drop rate like in kdmo , it didnt ruin kdmo's market now did it ? plus about the dungeon thing , when you are high level'd the only thing to do in that dungeon is absolutly nothing , and u get the high level dungeon later which is where the good stuff is
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11/22/2011 6:56 am

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I have my fingers crossed too. D:

Right now I'm engrossed in making my own danmaku game that I've forgotten that GDMO exists.........

My short attention span has already hit this game and I might already drop it if they take this long to fix it. D: Well see you next week. /nothinginterestingthisweek
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http://i59.photobucket.com/albums/g301/nemofphillius/Siggy%20Pictures/9-F2.png

http://img593.imageshack.us/img593/8647/ubd1925.png
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01/29/2012 5:49 pm

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i support this idea at least its better than having DLLS
and about #4 this how i thought it worked cuas it makes more sense so iv been fighting enemies 10 lvls more than me all the time and dying all the time it was depressing and now to know that it was useless is even more depressing and the weird thing is that it works backwards when your 10 lvls more
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AzureBalmung
Gaomon==>lvl35
Gabumon==>lvl23=>76%
Drimogmon==>lvl25=>77%
Kunemon==>lvl19=>75%
Goals:
5/5 Z'Dmetalgarurumon
5/5 Anubimon (when released)
5/5 Malomayotismon
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02/01/2012 5:06 am

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Totally agree!
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