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- Aug 5, 2015
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Hello there, looking at the status update os Eschaton, I decided to expand it talking a bit about how random drops are the worst and the best idea ever created as a game, and to make a disccusion what other thinks of them.
Random drop rates, are usually something to give to the player, to make them feel good, sometimes there are problems when those items are crucial for the game.
I come here to talk why the mechanic is there, and why it should be sometimes avoided, but sometimes is a bad idea.
First of all, let's consider why random drop rates for normal loot may be added to your game:
The next part is all about opinion why random drop is a good idea, and a bad idea
Why they are the best idea?
Random drops allow the player to feel proud of what they acheive. After killing a boss and having a sword wich had a 1% of appearing makes you feel good, even more when that meant you tried to kill that boss many times, or you were looking for the object for a long time. This concept is a way to add you a sensation of accomplishing something, even when you really didn't do anything but stay at the mercy of a random number generator. Just remember, if they are too low this will lead to frustration, and you can make them worst if you mix them with other mechanics, like time between respawns.
They often makes sense, like when you defeat some bandits sometimes they may drop some loot.
They may also be here to help the character, you know like if you are in de dessert with snakes, finding antidotes as random loot for them may come in handy.
Sometimes, there is a sidequest or an extremely powerful weapon for this, wich makes the reward usually worth the effort, however, this sometimes isn't really applied well.
Why they are the worst idea?
while random drops makes you feel good, they make you feel terrible too.
This happens when random drops are required to progress the story. This is a standard on many modern MMORPG's...
The typical case of 'give me ten wolf tooth' and you get not only 1 per wolf, but sometimes wolves doesn't have any, bonus point if they use an skill called 'bite' on you, and then doesn't drop any teeth... Or you used 'steal' and they gave one... after that you killed them and gave another one...
When used like plot devices like that, random drops are extremely awfull and tends to make the player lead to make the chore because they don't have any other option. Because it's a quest like 'kill X times this mob' with a twist, this time is
kill 'x + n' times the mob where x is the number of items you need and n is the amout extra you need to kill because you had bad luck.
You know how mundane is the idea of killing 100000 monsters just to get a key to advance to the next floor when you have to reppeat the process?
While doing this may be a good way to change what you were doing (using luck as resource).
This aspects are things people don't like, if you are asking 'why they still keep using them?' it's easy:
It makes your game longer without effort, and 'everyone is using them'.
How games came with solution of them
To avoid the mmorpg syndrome some games, decided to use the good parts of random drops, but at the same time using them to fuel your sense of reward, lot's of games now tend to give a lot of items.
While this may sound silly, mobs today have many random loot, like 4-5 items each monster. This is done with the idea than on average you will get at least one of them.
Games like ragnarok online where not only drops are extremely low, but at the same time the moster appears one in every 30 minutes are not made today because games became more mainstream, and this is considered a frustration feature.
Still, using the idea of low drop rates for extremely valuable items (wich are not required) are something you may implement anyway, just because while they may lead to frustration at the start, they give a feel of achivement at the end.
TL;DR they are a very double-edge weapon.
Why are you planning to implement them? Are your reasons only because 'I like them'? You want to give the player some sense of 'acheivment'? Did you really think why you are using them?
Remember, when you implement something, always check why it's there first, even for some 'standard' features, like random drops, your players will be happier if you plan ahead how to use them wisely.
Random drop rates, are usually something to give to the player, to make them feel good, sometimes there are problems when those items are crucial for the game.
I come here to talk why the mechanic is there, and why it should be sometimes avoided, but sometimes is a bad idea.
First of all, let's consider why random drop rates for normal loot may be added to your game:
- To hide something or give surprises from time to time.
- To add padding for 100% completition.
- Because sometimes it makes sense than sometimes an enemy may carry something.
The next part is all about opinion why random drop is a good idea, and a bad idea
Why they are the best idea?
Random drops allow the player to feel proud of what they acheive. After killing a boss and having a sword wich had a 1% of appearing makes you feel good, even more when that meant you tried to kill that boss many times, or you were looking for the object for a long time. This concept is a way to add you a sensation of accomplishing something, even when you really didn't do anything but stay at the mercy of a random number generator. Just remember, if they are too low this will lead to frustration, and you can make them worst if you mix them with other mechanics, like time between respawns.
They often makes sense, like when you defeat some bandits sometimes they may drop some loot.
They may also be here to help the character, you know like if you are in de dessert with snakes, finding antidotes as random loot for them may come in handy.
Sometimes, there is a sidequest or an extremely powerful weapon for this, wich makes the reward usually worth the effort, however, this sometimes isn't really applied well.
Why they are the worst idea?
while random drops makes you feel good, they make you feel terrible too.
This happens when random drops are required to progress the story. This is a standard on many modern MMORPG's...
The typical case of 'give me ten wolf tooth' and you get not only 1 per wolf, but sometimes wolves doesn't have any, bonus point if they use an skill called 'bite' on you, and then doesn't drop any teeth... Or you used 'steal' and they gave one... after that you killed them and gave another one...
When used like plot devices like that, random drops are extremely awfull and tends to make the player lead to make the chore because they don't have any other option. Because it's a quest like 'kill X times this mob' with a twist, this time is
kill 'x + n' times the mob where x is the number of items you need and n is the amout extra you need to kill because you had bad luck.
You know how mundane is the idea of killing 100000 monsters just to get a key to advance to the next floor when you have to reppeat the process?
While doing this may be a good way to change what you were doing (using luck as resource).
This aspects are things people don't like, if you are asking 'why they still keep using them?' it's easy:
It makes your game longer without effort, and 'everyone is using them'.
How games came with solution of them
To avoid the mmorpg syndrome some games, decided to use the good parts of random drops, but at the same time using them to fuel your sense of reward, lot's of games now tend to give a lot of items.
While this may sound silly, mobs today have many random loot, like 4-5 items each monster. This is done with the idea than on average you will get at least one of them.
Games like ragnarok online where not only drops are extremely low, but at the same time the moster appears one in every 30 minutes are not made today because games became more mainstream, and this is considered a frustration feature.
Still, using the idea of low drop rates for extremely valuable items (wich are not required) are something you may implement anyway, just because while they may lead to frustration at the start, they give a feel of achivement at the end.
TL;DR they are a very double-edge weapon.
Why are you planning to implement them? Are your reasons only because 'I like them'? You want to give the player some sense of 'acheivment'? Did you really think why you are using them?
Remember, when you implement something, always check why it's there first, even for some 'standard' features, like random drops, your players will be happier if you plan ahead how to use them wisely.



