Jump to content

Forge drop system vs. normal drop system


TheBlob

Whaddaya think of those drops?  

39 members have voted

  1. 1. Who would like to see the everyday non-event item drop system refined after getting a taste of the Forge drop system?

    • Oh me, me, I do. Any change is fine, I trust Klei, but make a change, pls
      10
    • I think XP-based drops would be just as good during survival mode and I want
      8
    • I would like to see the drop system changed overall but no XP or levels during survival gameplay pls
      6
    • I like getting four pleated shirts a week
      5
    • I think the normal drop system is fine, BUT the unraveling/weaving spool system should always be available.
      10


Recommended Posts

"Normal drop system is fine" ~Absolutely no one

 

Personally I'd love level system to return to survoval, and give chests per level now.

But that's not all, while I do not think it's a very good idea I would still absolutely LOVE chests dropping for Killing DST bosses. I've spent my childhood grinding bosses for loot, and getting it in don't starve would be a great incentive for me to play more.

I personally liked to see the current drop system a bit reworked, but I like how passive it is, that means we couldn't effect the drops in any way. If it were based on in-game performance, it would be way too unfair against newer players and way more people would stop actually playing the game and instead trying to farm skins. Not to mention that on hosted or modded servers one could cheat easyly when killing bosses (or doing anything else). Or if these extra skin drops were only available on Klei-hosted servers, it also weren't a good solution.

i for one am sick of getting 4 pleated shirts a week for 2 years of my life. the rarest drop i've ever gotten in my 600+ hours of dst (about 550 of which were after drops were invented) was the shirt for one of the survival pieces worth 20 cents. 

and out of a group of about 15 people i'm with who regularly play the game, in all of the collective time all of us have played (somewhere around 6000 hours plus) i think exactly two people have ever gotten a head drop.

i didn't realize how miserably bad it is until the forge system came along, which was a godsend. actually getting rewarded for the skill and time you invest rather than just leaving the game on godmode in the background for 20 hours? count me the heck in. ACTUAL CHANCES TO GET THE EVENT GEAR? COUNT ME THE HECK IN.

that said, i'm going to end up buying the full skin pack. but i still want them to find a way to put this system into regular don't starve together and not just be a seasonal thing. Ie seasons survived/giants killed gives xp and you can continue leveling that way, and when you do this you earn non-forge chests that give you 4 random drops with the chance of dropping ACTUAL PIECES FROM GoH, Survivor, OR Shadow THAT WE CAN ACQUIRE AND USE AND NOT HAVE TO PAY MONEY ON THE STEAM MARKET FOR OR HAVE A LITERAL 0% CHANCE OF GETTING

sorry. as much as i love this game and how much time i've put into it, this loot system.. makes me cry real tears. real tears right here.

i'm mostly exaggerating for comedic effect but please, klei, if you're reading this, i love you, you're great at making games, you just made the perfect loot system, just put it into the main game type. 

I agree that they should base the loot off of levels, it really isn't fair towards those who have way more hours than me to get no head drops at all after hours of playing.

 

BTW; Kind of on topic but off-topic, but have any of you tried not opening boxes till you've killed Giants? Or at least holding off on them for days on end? For some reason, I've gotten 2 head drops due to that (and none of them I use cause I don't main webber/I prefer Triumphant over Survivor WIlson). Does anyone know how the code dictates how the chances are computed? Is it pure RNG or Pseudo-RNG? (I seriously doubt it's pseudo-rng if you can get so many skirts and shirts in a row, or the seed is affected by weird stuff/actions in-game)

The item drop code is all on Klei's end only, I'm pretty sure- we can't snoop or we'd have hard data on your chance to get X tier of item. But I'm also pretty sure it's purely rng.

Forge drops improving slightly as you level up sounds kinda neat, but I guess it'd also be kinda meh for the people who don't sink huge amounts of time in? The weaving system is really nice either way, since it sure is depressing when you use trade-inn with those 9 spiffy items and get a survivor distinguished worth as much as a mere spiffy item on the Steam Market, and isn't something you even slightly want to wear.

I've wanted the drop system to change since it first released.

XP leveling would give incentive to play a game I already like playing, which would be great, though I wouldn't be opposed to other changes.

The weaving system was great, certainly better than the trade-inn, though I feel like there would have to be a value adjustment for it to be implemented into the game. I'd love to turn my 90 hand covers into a character skin instead of some blue skins I'd never use, but unweaving all of my unused vignettes, icons and portraits for a Gladiator skin almost feels like cheating.

Yeah when I started playing this game we had levels based on days survived which unlocked characters. I really do not see  why not bring it back for the lootbox system. 

(but I would still love to be able to get them by doing something in game too instead of just playing it)

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...