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Old 10-27-2012, 12:25 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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IMHO the only problem with old system was uneven RND.

The problem with new system beyond the screw up of loot table design user-friendly interface, is a loss of a significant feature such as utilization of a single loot entry in potential scenarios and variations.

If probability just added on top the new system I am not sure how this will work with each item on the list rolling by itself. Since new list is designed with no probability in mind. But I suppose this can be fixed with setting drop limit.


Again, IMHO simply keeping the old system (+fixing the RND number generation) AND adding the new features like Mindrop is the best way to go.
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Old 10-27-2012, 12:42 PM
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chrsschb
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I've been using the old system for over 5 years now and what you guys call "weird RND" is truthfully part of what made EQ, well, EQ. The numbers ARE random, and I've seen every item in a table drop fairly closely to it's proposed drop rate when looking at the whole picture, not just a single person's bad luck.

2% drop rate on super rare item:

Guy one gets item in 5 kills
Guy two gets item in 45 kills

50 / 100 = 2%

Sucks for guy two, BUT THAT IS WHAT WE KNOW AND REMEMBER!
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