Falkenpelz Posted November 4, 2022 Share Posted November 4, 2022 I'd say keep the drop rate how it is, but decrease the respawn timer and maybe guarantee more than 1 camp per world (meaning, at least 2). Also, as mentioned above, treasure chest loot contains a lot of trash for how much effort it takes to find them. Boat patches, moonrock and thulecite are nice, but the 10th golden pickaxe is really not worth keeping anymore (especially when you base at PK) and I know nobody who has uses for all those fishing rods and millions of tackles. Adding a tusk to the loot table would be a nice treat. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606082 Share on other sites More sharing options...
Spino43 Posted November 4, 2022 Share Posted November 4, 2022 Giving my two cents about rng in this game in general. I think walking cane is quite different from other rng drops. With things like Krampus Sack/Butter, even the Tam it's always an immense amount of joy whenever you get one. What differs these things from the walking cane is that they are not a must for you, you will do just fine with Insulated Pack (which doesn't burn now, yay), or Piggyback, and butter, well, you have crock pot dishes that outclasses this food item. With walking cane though, it's basically a must due to just how important speed boost in this game is. It annoys me a lot whenever I start a new world because I move so painfully slow. Wanda's existence doesn't really help the situation either. Yes, beefalo exists, no, I, and definitely some people don't enjoy the process of beefalo taming early game. I personally don't like RNG much, as it can be downright exhausting to get the item you want. Driving beefalo to near extinction just for a horn isn't fun. But as others in this topic have already suggested, or having ways to work around RNG can be a smart and satisfying thing to do (like making a Volt Goat farm, turning pigs into werepigs for guaranteed pig skins for example.). RNG doesn't need to be completely removed out from the game imo. Who says RNG is a bad mechanic? Look at those Fire Emblem games xd. With the drop rate though, I don't mind if it has 100% drop rate, if that's what Klei decides to do. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606090 Share on other sites More sharing options...
Gashzer Posted November 4, 2022 Share Posted November 4, 2022 30 minutes ago, Spino43 said: With walking cane though, it's basically a must due to just how important speed boost in this game is. It annoys me a lot whenever I start a new world because I move so painfully slow. Wanda's existence doesn't really help the situation either. Yes, beefalo exists, no, I, and definitely some people don't enjoy the process of beefalo taming early game. Walking cane isn't a must tho, and if movement speed is an issue early game, choose wormwood, wx or walter until you get a cane then use celestial portal to switch to another character (wanda/wolfgang for tryhards ). People are way too dependent on walking canes and ignore other ways of early game movement speed boosts (characters/beefalo) making the cane even easier to get will just exacerbate this problem which is bad game design. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606106 Share on other sites More sharing options...
Spino43 Posted November 4, 2022 Share Posted November 4, 2022 16 minutes ago, Gashzer said: Walking cane isn't a must tho, and if movement speed is an issue early game, choose wormwood, wx or walter until you get a cane then use celestial portal to switch to another character (wanda/wolfgang for tryhards ). People are way too dependent on walking canes and ignore other ways of early game movement speed boosts (characters/beefalo) making the cane even easier to get will just exacerbate this problem which is bad game design. Ah yes, the "choose other characters because perks" argument. I literally said there will be people, including me that doesn't like beefalo, nor some characters. Why should we be forced to use them? I have nothing else to talk about whenever this gets brought up, it's a really poor excuse to bring up and I am tired of seeing it. We are giving opinions about tusk drop rate, not "lol just pick/tame beefalo or you suck" Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606116 Share on other sites More sharing options...
Gashzer Posted November 4, 2022 Share Posted November 4, 2022 44 minutes ago, Spino43 said: Ah yes, the "choose other characters because perks" argument. I literally said there will be people, including me that doesn't like beefalo, nor some characters. Why should we be forced to use them? I have nothing else to talk about whenever this gets brought up, it's a really poor excuse to bring up and I am tired of seeing it. We are giving opinions about tusk drop rate, not "lol just pick/tame beefalo or you suck" Well you cant view one part of the game without considering the effects it has on player choices for the rest of the game... plus no one is forcing you to use beefalos or other characters but wolfgang lost his speed boost for a reason... one character can't have it all without some work involved. As you said, speed boost is very powerful then why make a powerful one time craft item like the walking cane easily accessible? If thats the case i want dark swords to be prototyped with a alchemy engine and made with twigs instead of living logs... If they gave the walking cane durability like the stalking cane in hamlet then you could justify increasing the drop rate to 100% with 2 tusks required for crafting. The tusk drop rate of 50% is really high already for a one time craft! Even with one camp, you can kill the mactusk 4 times before winter ends, which if my maths is correct you have a 93.75% chance to get atleast 1 tusk and thats with only one camp!! Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606139 Share on other sites More sharing options...
00petar00 Posted November 4, 2022 Share Posted November 4, 2022 3 hours ago, ZombieDupe said: So we're delving into peoples' gambling addictions, great. No, I stand by what I said. Remove the RNG, no more frustrations, no more fights between players due to scarcity, we are here to have fun playing together. You can get a similar excitement when you beat the darn thing and get something, not getting excited about the possibility of something being dropped and the disappointment and realization of having to do the exact same thing because of likely not having anything good dropped at all. While i can understand that you think that all RNG is bad and i can agree that bad RNG design exists there is good RNG too, i don't find it frustrating if i kill Klaus and don't get Krampus Sack because you shouldn't be expecting it to drop and get sad about it when it is 10%, if you kill the him 11+ times and don't get it at that point i can see how you can get annoyed but if you take into consideration that there are times when you get it on the first kill it is fair that luck isn't always on your side. Do you feel like everyone should get Krampus Sack? What you don't understand is that It is just an added benefit, you shouldn't expect it to drop unless you are planning to play the on the same world for a while so there is no need to be frustrated about it. 3 hours ago, ZombieDupe said: This is awful. This is the exact thing that I have been arguing against. It's an awful game design choice that inflates gameplay hours. If you do this intentionally, as a developer, you are an example of exactly the same type of scheming awful **** that so many other bigger studios do with other mechanics, like lootboxes. Not everyone has the time, or the will to play a game this long, experiencing no progress until they grind through some RNG ********. It's insane to me that some players none the less, would argue FOR it. Inflating gameplay hours is something you should argue against, because it creates a time-sink and repetitive grind where there should be none. This is exactly the kind of stuff that makes this game worse and should be called out, yet here you are asking for more of it. Even with RNG removed, and the game optimised to let you experience all of its content seamlessly, it is still going to take at least several dozen hours to get through it all. Something that most other games actually do right and not make themselves a grindfest and a time sink just because they can while the player base actively supports it or thinks nothing of it. Make the time played reflect the content that exists, instead of artificially inflating the time. RNG loot tables, unless you get something equally good every time, is inherently awful game design, and this game has been demonstrably good example of how awful it can truly get. You didn't even understand my point, i never said that all boss loot or majority of the current items should have low drop rate. The idea is that if we had like 5-10 items that are useful like Krampus Sack with similar drop rate and if they were added to bosses that you don't kill more than once, it would give us a reason to go after the bosses for more kills, currently you only usually kill Bee Queen and Dragonfly multiple times for healing and gems and sometimes Ancient Fuelweaver if you are playing with people, as a solo player there is too much thulecite and you can dupe it with green gems from DF anyway. What i am saying is that if the current bosses that aren't killed multiple times because you get everything you need out of them on the first kill had another item added to their loot table with 10% drop rate, it would be much more interesting to everyone that enjoys these fights. No one is forcing you to play the game for any amount of time but why shouldn't there exist something for players that want to play for longer? Boss loot in general isn't required for you to play the game. Some people don't like fighting bosses and just build or just use cheese methods to kill them. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606152 Share on other sites More sharing options...
MondayNight Posted November 4, 2022 Share Posted November 4, 2022 On 11/1/2022 at 10:24 PM, Wonz said: It is 50% so the first option is how it's now Oh? I was under the impression it was 25% drop-rate like Tam. Yeah, 50% is more than enough to keep the gambling-like excitement going. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606160 Share on other sites More sharing options...
goatt Posted November 4, 2022 Share Posted November 4, 2022 8 hours ago, Gashzer said: To answer point one. No one actually needs a walking cane, in pubs its first come first serve, and it makes character choice more important in pub games. Wormwood,wx and walter (wes too...) all have speed boosts so don't really need a walking cane. Makes choosing these characters more attractive if you know you won't be guarenteed a walking cane or able to dupe them with construction staff/amulet. To answer point two. See point one. My points still apply to a solo game. If you are unlucky you always have next winter or sunken treasures or ancient guardian or tamed beefalo for even better speed. You have options already if you get hit by bad RNG. It’s not about what people need, it’s about what they want. They want to do something (even tho they don’t need it), then they will complain. You can’t decide what other people should need or how they should play the game. Otherwise, why bother “community driven”. regarding your point 2. I got the same response. Just because there is a way around it, doesn’t mean people are having good experience in those alternatives. for the rng part, I don’t have unlimited time to play the game even if it’s solo game. When I had all the time in the world, it wasn’t a problem. But when you only have so much time and your friends only have so much time, then RNG can hit really hard. also, some RNG does not have world around. Once I killed 500 Krampii and got no sack, neither from any Klaus during that period. What workaround do I have? Kill more. RNG will always kill the fun. We need pseudo-RNG. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606201 Share on other sites More sharing options...
SapoLover Posted November 4, 2022 Share Posted November 4, 2022 Walking cane just makes you go to the fun parts of the game faster. I don't like them being locked by rng and having to wait another year to roll the dice again or pray to get a lazy explorer from the AG (even more rng). I'd like Mctusk to be more like a mini boss. A harder fight with a good reward. 5 hours ago, Gashzer said: People are way too dependent on walking canes and ignore other ways of early game movement speed boosts (characters/beefalo) making the cane even easier to get will just exacerbate this problem which is bad game design. No one "depends" on walking canes, they are not Abigail, meatballs or pierogis. I like to play Wormwood, I know how to tame a beefalo (I don't like to do it), I can get ruins stuff but I still want the walking cane to accelerate the most boring part of the game for me; going from point A to point B. 7 hours ago, EighteenXVIII said: Besides, you can use a mod or re-roll to force a world with a triple MacTusk biome and get 3-4 camps, which should be plenty for all your multiplayer cane needs. Sometimes... is not enough for even one player... (flashbacks) Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606213 Share on other sites More sharing options...
Wonz Posted November 4, 2022 Author Share Posted November 4, 2022 11 hours ago, goatt said: You suggestion don’t change walking canes statistically, but can avoid the downside of RNG. But people won’t like it because it involves Math. Sorry I didn't expect them to be able to count as far as to two Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606236 Share on other sites More sharing options...
Gashzer Posted November 4, 2022 Share Posted November 4, 2022 1 hour ago, Wonz said: Sorry I didn't expect them to be able to count as far as to two Lol says the one crying that 50% drop rate is too low for tusks... what other handicaps do you want klei to implement? 100% drop rate for krampus sacks? Dragonfly having 2000hp? Spiders dropping silk 300% of the time. Permanent 75% damage reduction? These forums complain about Klei not releasing enough late game content for experienced players then on the same note say the current content is too tedious to obtain... like pick a side and stay on it hahaha Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606265 Share on other sites More sharing options...
Captain_Rage Posted November 5, 2022 Share Posted November 5, 2022 MacTusk should drop another tusk along with exotic loot that the player is unable to pick up or interact with that will remain on the ground and despawn after 30 in-game days in order to please the people who like introduce strange changes to the game. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606281 Share on other sites More sharing options...
Bird Up Posted November 5, 2022 Share Posted November 5, 2022 I think drop rates can remain the same, but make every world have 4 mac tusk spawners instead of it being a mixup of 1 or 4. With wanda being a new character with tusks as a main ingredient in one of her very powerful character-exclusive items, it's problematic when the world only has 1 walrus, and this isn't something you can just predict or prepare for in character select menu. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606306 Share on other sites More sharing options...
Wonz Posted November 5, 2022 Author Share Posted November 5, 2022 2 hours ago, Gashzer said: Lol says the one crying that 50% drop rate is too low for tusks I'm not saying 50% drop rate is too low. I'm saying it's rng and I despise most forms of it. You might get it on first try or maybe not even once through two winters. Additional random chance meaningful item should be a bonus or quick hopeful alternative to some other reliable method. While there should be a main reliable method requiring effort to obtain said item. Look how well handled pig skin from pigs is. You're looking for monster meat which is reasonably RNGish since you get to find maybe 50 spiders every 2 days on whole map not just 6 every year, they're easy to beat but if you want 100% monster meat there are hound mounds or beardlords or extremelly likely nobody cleaned up the swamp from every single tentacle, it's well accessible. Get 4 feed the pig and it will turn into stronger enemy who will drop the skin always + some food. Makes for good sink for monster meat when you don't need gold or rot. Can turn effort into reward and is more complex than just going to a house every 20 minutes and killing the pig. Fun solution where the random chance is killing untransformed pig. McTusk at first glance looks like it could be something special yet it's less of an experience than pigmen when you analyze it. I could give up on this but this item reduces the time spent on the most boring part of the game that is walking. The item isn't necessary but it makes the experience much more enjoyable, people would pick character like wx, walter, wormwood and wanda(Can return to saved spot like the base instantly what in many cases is equal in time saving to double movement speed boost) just for their speed. Almost everyone likes to get more action than walking. 10 hours ago, Gashzer said: As you said, speed boost is very powerful then why make a powerful one time craft item like the walking cane easily accessible? How come luck makes effort put by a guy who got it on first time be worth as much as the effort put by a guy who got it after 4 times? Killing McTusk once is as easy as killing it every next time. If tusk is too easy to get then RNG isn't a solution since it's a powerful item. RNG isn't making things truly hard can you tell it was hard if you got it after single kill? It's luck, it has nothing to do with anyone. Things being hard are tests of YOU test of YOUR SKILL. You can't prepare for better luck. Make it 1% it's not going to be harder, it's going to consume more time that's what we dislike. Only thing it will affect is how much time you will spend on it and unfortunately not all of us have unlimited time to play and would rather go for something reliable even if it meant more difficulty rather than rolling boring fortune machine. Quote what other handicaps do you want klei to implement? 100% drop rate for krampus sacks? Dragonfly having 2000hp? Spiders dropping silk 300% of the time. Permanent 75% damage reduction? Oh please it's now clear you're not intending to debate properly pulling out this like this out of nowhere. That's a childish response. You're lucky people want to even reply you. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606307 Share on other sites More sharing options...
ApoIIo Posted November 5, 2022 Share Posted November 5, 2022 IMO, more importantly, triple mac guarantee would be great. Having Wanda's cool teleport watches by day 300 after getting the 7 others their canes through a single mactusk that you've been sleeping on the doormat for every winter, is dogwater. And don't even speak of regenning or external mods; this should've been a thing since DST came out in the first place. You don't got control over public servers. Also, people fighting over canes is annoying. I may have my to-be-rider beefalo that's four-times more effective and available on day 2, but the others' rambling over some mid seasonlocked hand-slot item never. stops. Dupe-able tusks are also a great idea. I'm all for the more difficult-to-get items having more uses. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606673 Share on other sites More sharing options...
Captain_Rage Posted November 6, 2022 Share Posted November 6, 2022 13 hours ago, Siegmund said: And don't even speak of regenning or external mods; this should've been a thing since DST came out in the first place. Nope. 13 hours ago, Siegmund said: Also, people fighting over canes is annoying. But they don't. That's the thing. 13 hours ago, Siegmund said: Dupe-able tusks are also a great idea. I'm all for the more difficult-to-get items having more uses. You just wrote that you want to have a plethora of tusks guaranteed by default, still refer to it as rare and want additional uses for it. How can it be rare if it is common? Unless you are talking about some completely different items in the same sentence. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606936 Share on other sites More sharing options...
ApoIIo Posted November 6, 2022 Share Posted November 6, 2022 8 minutes ago, Captain_Rage said: Nope. But they don't. That's the thing. People eat up tusks in pubs. Either everyone gets a cane in the first winter or the rest wait 8 hours to try again. Wanda teleports are a myth as she's stuck as whipgang. Is that supposed to be thrilling? Single mac has no interesting, justifiable point of existence. It doesn't add anything to the game. It's just a setback in multiplayer. A worthless short straw pull. Nothing else. 9 minutes ago, Captain_Rage said: You just wrote that you want to have a plethora of tusks guaranteed by default, still refer to it as rare and want additional uses for it. How can it be rare if it is common? Unless you are talking about some completely different items in the same sentence. Decon staves/con amulets. Simply a good alternative way to guaranteed triple mac to make getting people canes in co-op less ass. Gives a worthwhile use to something that takes "skill" and a ruins trip. But it's not going to happen. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1606938 Share on other sites More sharing options...
Wonz Posted November 6, 2022 Author Share Posted November 6, 2022 If we want this game to do justice as multiplayer game then there needs to be a way for individual's chances to get nice item not scale down as player number increases since that discourages multiplayer. Want a cane? Sure, get in queue with other 10 people to share single mctusk camp with chances. If you want to go waterproof rainhat and umbrella are nice alternative to eyebrella but there's no alternative movement speed hand item to walking cane. You're not gonna share 3 tusks per year on average with a bunch of people. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607019 Share on other sites More sharing options...
00petar00 Posted November 6, 2022 Share Posted November 6, 2022 Why has this turned into such a big discussion? Only reasonable solution is to guarantee the Mac Tusk village setpiece so that every world has 3, or at least bump it up to 2 on every world. There's no way you would not get at least a few tusks in the first winter even with 1 Mac Tusk camp as a solo player if you kill on respawn. How can so many people complain about drop rate when it is 50%? It seems that players are entitled and they feel like it is a waste of time if they don't use walking cane. It is not even that much of a time requirement, if you don't have enough time to play until winter and kill Mac Tusk a few times, you don't really have much time for gaming to begin with and no one is forcing you to play any amount of hours at once, host your own world and play at your own pace. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607025 Share on other sites More sharing options...
ADM Posted November 6, 2022 Share Posted November 6, 2022 56 minutes ago, 00petar00 said: There's no way you would not get at least a few tusks in the first winter even with 1 Mac Tusk camp as a solo player if you kill on respawn I swear it happened to me 2 times to not have them on the first year and we were fighting him pretty much always on time, once with a friend (and we got like 2 or 3 tams), we just resulted walking with Thulecite Clubs, the other time (alone) I lucked a Lazy Explorer on an altar in the ruins. So I had luck in my badluck but those stats let that kind of scenario happen, just to say from the experience. Other than that I've been playing with the triple mactusk forced to spawn for the last couple years to improve those odds and mostly because I exclusively play with friends now, this should be the way indeed, not only the biome is nice for the grass, rocks and tallbirds but it makes our time going after the tusks more worth it as being so encouraged to be on time grinding the one and only Mac Tusk isn't bad, as you said, but that's because it's THE way to go without fine alternatives, one thing I would quite like as well would be to change the walrus teleportation from the Hostile Flair to generate a group instead. You'd use what you prefer the most to get them, with your time and likings but more options sounds nice to me. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607035 Share on other sites More sharing options...
MondayNight Posted November 6, 2022 Share Posted November 6, 2022 3 hours ago, 00petar00 said: There's no way you would not get at least a few tusks in the first winter even with 1 Mac Tusk camp as a solo player if you kill on respawn. How can so many people complain about drop rate when it is 50%? It seems that players are entitled and they feel like it is a waste of time if they don't use walking cane. While I for one am perfectly fine with a 50% drop-rate for Tusk (I would've been ok even with a 25%), in my over 7k h of DST pubs it happened quite a lot to farm some solo MacT all winter and get 0 Tusks or Tams. And I'm good with that, part of the DST gambling-like experience and makes said drops feel even more rewarding when actually getting them. Plus makes viable the bon-speed alternatives - Thulecite Club (+10% movement) & Magiluminescence (+20% movement) - rushing ruins 1st Autumn assures these advantages from start and "sweetens" the "pain" of possibly not getting a Cane from 1st Winter, especially in multiplayer context (dedicated pubs). Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607049 Share on other sites More sharing options...
Pig Princess Posted November 7, 2022 Share Posted November 7, 2022 While I would like to get cane more consistently (especially in multiplayer), I'm against tusk duplication simply because construction amulet + deconstruction staff combo would become overused and it's not interesting solution to the problem. Duplication is already useful for other things; similar problem with eyebrella (which is much, much less of a problem than cane) was solved via hostile flare, and while it's not ideal solution, it's much more interesting and elegant one compared to duplication. I like diversity. For those who thinks cane is whatever item, that beefalo outclasses it and people fighting over canes are silly. Beefalo is not going to help me to escape bone cage, and even though it was shown by Guille that one can kite bone cage, i.e. fight Fuelweaver without teleports and spend reasonable amount of resources (not cheese), one should keep in mind that it was done on personal server with minimum/no lag, it was solo experience so Fuelweaver's movement was predictable, and it requires sheer amount of practice and skill: basically one should practice to the point of "feeling" internal timings, and while I, for example, am crazy enough to spend multiple weekends practicing with only sleep, food and bathroom breaks because I like this fight in general, it's too much to ask from everyone who wants to kill Fuelweaver. So even though I'm taming beefalo on both personal and public servers and agree that in speed beefalo is indeed great alternative, there is functionality of cane that is not covered by any other non character-specific solutions. I don't want to be forced to switch to Wortox or Wanda just to kill Fuelweaver, plus not everyone can switch to them in the first place as both are DLC characters and need to be unlocked. Is it too much to ask for every character being able to fight Fuelweaver in reasonable time frame/with reasonable resources consistently? And with current state of things I'm still fighting over cane on public server even with beefalo, it's just that having beefalo/club puts me in the bottom of wait list in the eyes of other people, and it's depressing. I think that can be solved in multiple ways though. One option is to have more biomes with mac tusks that would have different distribultion of other resources and difficulty of mac tusk fights. By the way, there are such unused biomes in the files: 3 walrus camps right next to each other in savannah is one of them (or is it set piece? That would do too). Sure, it needs to be tweaked so biome is not just huge boring field of grass with only interesting place in it being mac tusk village, but it's not hard to do; it's not the same as having triple mac tusk biome either since in triple mac tusk biome camps are spread out and player can fight hunting parties one by one. In mac tusk village variant same 3 hunting parties are more difficult encounter and one actually needs to prepare to fight them, so having triple mac tusk biome instead of this one generated would be still a boon. Game should check if triple mac tusk biome spawned and generate those biomes/set pieces if not, so world would have 2+ tasks guaranteed. Another option is to have another source of tusks/canes than mac tusk camps, so one can mitigate influence of RNG. Technically there are Ancient Guardian and sunken chests, but in case Guardian it's still 50% chance for only 1 person to get single lazy explorer before Fuelweaver is killed - and it's not rare to have ruins rusher to kills Guardian day 6-10, takes lazy explorer and eats horn, and then disconnects forever, - and people joining later can't even have a competition even if they wanted to (+ 1 lazy explorer is enough for Fuelweaver only with 2x+ damage modifier); sunken chests are just joke, the only scenario when they would be "viable" to obtain cane is when mac tusks are turned off, i.e. when it is the only way to get canes in general, but option itself wouldn't become any better, unfortunally. I sailed a lot both on personal servers and on public ones, whinched tons of sunken chests across all those hours and after this whole time amount of canes I got from them can be counted with fingers of one hand. And that lucky chests were spread across multiple servers btw. I remember wiching 6-8 suncken chests on regular basis and not getting a single cane on regular basis as well. Why does killing Fuelweaver should be gated behind luck? Can unlucky people like me at least have an option to mitigate bad luck with skill/knowledge? And yet another option would be to give alternatives to teleportation via lazy explorer, but not as character-specific solution (although needing ruins gear to kill FW is thematic and I like that theme). I don't like to use celestial portal but game pushes me to do so in this case; but I just want to kill Fuelweaver as Wickerbottom, Wendy of Warly, why can't I do that? I disagree with this design. Because of that on personal servers I just force triple mac tusk biome and rollback in case even that is not enough, but for pubs it's not an option, and I would like to not resort to rollback for consistent cane. It's different from krampus sack, for example, or even from volt goat horns (even though not getting enough or at all is painful as Warly) because both items are not straight up required to get some major piece of content. And I'm tired of this cane race so much already. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607180 Share on other sites More sharing options...
00petar00 Posted November 7, 2022 Share Posted November 7, 2022 17 hours ago, ADM said: I swear it happened to me 2 times to not have them on the first year and we were fighting him pretty much always on time, once with a friend (and we got like 2 or 3 tams), we just resulted walking with Thulecite Clubs, the other time (alone) I lucked a Lazy Explorer on an altar in the ruins. So I had luck in my badluck but those stats let that kind of scenario happen, just to say from the experience. 15 hours ago, x0-VERSUS-1y said: hile I for one am perfectly fine with a 50% drop-rate for Tusk (I would've been ok even with a 25%), in my over 7k h of DST pubs it happened quite a lot to farm some solo MacT all winter and get 0 Tusks or Tams. And I'm good with that, part of the DST gambling-like experience and makes said drops feel even more rewarding when actually getting them. Plus makes viable the bon-speed alternatives - Thulecite Club (+10% movement) & Magiluminescence (+20% movement) - rushing ruins 1st Autumn assures these advantages from start and "sweetens" the "pain" of possibly not getting a Cane from 1st Winter, especially in multiplayer context (dedicated pubs). I don't know what are even the chances of that happening. I would've been fine with 25% drop rate if Wanda didn't need tusks and there was always 3 Mac Tusks on every world but in over thousands of hours i never once didn't get the tusk if i killed Mac Tusk on respawn, there were times when i didn't focus that much so i didn't get it but this never happened when i made it my goal to farm them. I use a mod called boss calendar so i can always check when they will spawn again, it makes it easier to keep track. Last 2 runs i got lazy explorer from Ancient Guardian before the first winter, it is always my goal to kill him before i start farming for tusks since i play Wanda a lot now and it is quite helpful when i can save that one tusk for a watch. 17 hours ago, ADM said: Other than that I've been playing with the triple mactusk forced to spawn for the last couple years to improve those odds and mostly because I exclusively play with friends now, this should be the way indeed, not only the biome is nice for the grass, rocks and tallbirds but it makes our time going after the tusks more worth it as being so encouraged to be on time grinding the one and only Mac Tusk isn't bad, as you said, but that's because it's THE way to go without fine alternatives, one thing I would quite like as well would be to change the walrus teleportation from the Hostile Flair to generate a group instead. You'd use what you prefer the most to get them, with your time and likings but more options sounds nice to me. I have also started forcing Mac Tusk village to spawn with a mod so i always have 3 too, it is really annoying that you can only have 1, i think it there is no reason not to have it as default to get the Mac Tusk village as in DST everyone wants walking cane and Wanda made it even worse since they want watches even more so you can bet they'll be there when it respawns before other players. While hostile flare alleviated some of the demand, it is not the perfect solution. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607211 Share on other sites More sharing options...
Pig Princess Posted November 7, 2022 Share Posted November 7, 2022 1 hour ago, 00petar00 said: I don't know what are even the chances of that happening Default winter lasts 15 days, and on 16th day spring starts; mac tusk respawn timer is 2.5 days, but realistically one wouldn't be able to kill hunting party instantly, so let's take 3 days for our calculations. If one farms single camp on cooldown, one can kill mac tusk on 1st, 4th, 7th, 10th and 13th day of winter (one technically can kill mac tusk 6 times if one allows mac tusk to live for less than 0.5 days after each respawn, but idk how realisic this expectation is without mod you mentioned); chance of failing every single time is 0.5^5=0.03125, i.e. 3.125%. But that's assuming farming on cooldown perfectly, more realistic would be 4 kills per winter with 0.5^4=0.0625, i.e. 6.25%, which is not that small. In multiplayer it's much worse because party would need to roll tusk for every player, so for 2 people chance of at least one of them not getting tusk while farming on cooldown (5 kills) is 6/32, i.e. 18.75%. Spoiler It can be calculated in the following way. We have 5 chances to get tusk, and tusk has 0.5 chance to drop. Whole sample space contains cases when party got 0, 1, 2, 3, 4 and 5 tusks. We are interested in sum of chances to get 0 and 1 tusk. There actually is compact formula for that, but I'll explain without it for anyone to understand why it's like that. Getting tusk every single time or not getting it every single time is 1 outcome each, i.e. 2 outcomes. Strictly speaking we should take into account drop chance of tusk as well, but because it’s 0.5 for both failure and success, we could skip this part, as one could see later. It is 0.5^5=0.03125 for each though. Getting tusk 1 time across 5 tries can happen in 5 different ways (1st, 2nd, 3rd, 4th or 5th attempt), and same can be said about getting tusk 4 times, so it’s 5 outcomes each, and 10 oucomes total. Each case for 1 tusk has 0.5*0.5^4 chance to happen, and each case for 4 tusks has 0.5^4*0.5 chance to happen. Getting tusk 2 times across 5 tries can happen in 10 different ways: 1st+2nd, 1st+3rd, 1st+4th, 1st+5th, 2nd+3rd, 2nd+4th, 2nd+5th, 3rd+4th, 3rd+5th, 4th+5th attempts. Same can be said about getting 3 tasks across 5 tries, i.e. there are 10 ways of how that can happen. Each case for 2 tusk can happen with the following chance: (0.5^2)*(0.5^3), and for 3 tusks with same chance: (0.5^3)*(0.5^2). One can see that each time we multiplied on 0.5^5, and since we are going to divide sum of chances for getting 1 tusk and 0 tasks on sum of chances for every outcome possible, we can spare ourselves from multiplying on 0.5^5, but it works only because chance of success is equal to chance of failure to get tusk on kill in general, which results in each group getting the same multiplier of 0.5^5. As such we can just count amount of outcomes. We have 1+1+5+5+10+10=32 possible outcomes, but 1+5=6 of them are those where party got 1 tusk or less. So 6/32 is the chance of at least 1 player not getting tusk. Correct me if I'm wrong, please. And the more there are players, the bigger is the chance of at least someone not getting tusk. For 3 players the chance is 16/32, i.e. 50%, for 4 players it's 26/32, i.e. 81.25%, for 5 players it's 31/32, i.e. 96.875%, and finally 6 or more players would always have someone out of luck (unless we count other sources, but I explained problems with them). 1 hour ago, 00petar00 said: While hostile flare alleviated some of the demand, it is not the perfect solution. Hostile flares don't create new hunting parties, they just teleport existing ones. One could squeeze 6 kills with that, I suppose, but in multiplayer it's not much of a help compared for 5 tries. Also even in solo playthrough killing mac tusks on cooldown is activity for basically whole duraction of winter (either because of running back and forth, or because one would need to take out deerclops as well, so less time between mac tusk kills would be available for other activities), but I guess in multiplayer well-organized team can turn one player into slave for tusk farming (still it's not great to be the one). Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607231 Share on other sites More sharing options...
00petar00 Posted November 7, 2022 Share Posted November 7, 2022 So 3.125% or 6.25% chance for you not to get walking cane, these odds aren't bad at all and this isn't even counting AG kill where you have if i remember correctly 25% of getting lazy explorer. On the other hand these chances are bad when you count in multiple players. 1 hour ago, Pig Princess said: And the more there are players, the bigger is the chance of at least someone not getting tusk. For 3 players the chance is 16/32, i.e. 50%, for 4 players it's 26/32, i.e. 81.25%, for 5 players it's 31/32, i.e. 96.875%, and finally 6 or more players would always have someone out of luck (unless we count other sources, but I explained problems with them). I agree with you but i don't think that drop rate should be changed, there just needs to be a Mac Tusk village on every world. I don't know why it is still possible for 1 camp to spawn considering that you can have 6 players or more. 1 hour ago, Pig Princess said: Also even in solo playthrough killing mac tusks on cooldown is activity for basically whole duraction of winter (either because of running back and forth, or because one would need to take out deerclops as well, so less time between mac tusk kills would be available for other activities) Hostile flare helps if you are basing too far away from mac tusk camp and for you to get 6 kills. Link to comment https://forums.kleientertainment.com/forums/topic/144151-tusk-droprate/page/2/#findComment-1607243 Share on other sites More sharing options...
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