Forum Discussion
199 Replies
- If the drop rate stays as awful as it it right now, this whole update will fail miserably.
- People need to give it time drop rates are always a bit random and the full update hasn't dropped yet they are slowly phasing it in. I am going to reserve judgement until the full update has dropped
- I haven't seen a single piece either. I'm glad these people don't run a dinosaur theme park.
- MasterSeedy7 years agoSeasoned Ace@Garmaddon
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now. "Garmaddon;c-1629211" wrote:
People need to give it time drop rates are always a bit random and the full update hasn't dropped yet they are slowly phasing it in. I am going to reserve judgement until the full update has dropped
One person seeing 0 can be an outlier. A whole bunch of people seeing 0 can be:
1. selection bias (only people wanting to complain come to the forum)
2. a really chocolaty droprate
Given that past experience shows there are plenty of people on this forum always happy to correct people complaining about droprates (see this very thread the complaint about shard drops), #1 seems unlikely. We don't quite know *how* chocolaty yet, but it's somewhere between extremely shitty and rather chocolaty. Definitely a fail in the hype department.
E: I had to replace one brown substance with another, because the language filter got upset."MasterSeedy;c-1629239" wrote:
@Garmaddon
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now.
That is all assuming each piece has an individual drop rate.
If there is a chance to drop a salvage piece being one rate, and then if you get a drop it chooses the piece. You dont have 45 chances to drop.
Also we dint have nearly enough information to say drop rates are good or bad at this point.
300 energy, 5 piece.- migeye7 years agoSeasoned ScoutDroprate is near to 0, so why implement it. (I know, silly question :))
- As many have, I’ve been saving all my green, blue, and purple mods that didn’t have speed in the hopes that when the patch went live they would reveal speed. Is it safe to upgrade all those mods now? Slicing occurs AFTER a mod is at level 15 correct or does slicing occur as you level up a mod, in which case I should wait to level all these mods I’ve been holding?
- From what they have been saying, slicing can only be done to a lvl 15, 5 dot mod.
- Ok sounds like it’s safe to upgrade then. May still wait to be sure.
Featured Places
SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 19 hours agoCommunity Highlights
- CG_Meathead8 months ago
Capital Games Team