Increase drop rate of eggplant suit.

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Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm
Increase drop rate of eggplant suit.

Post by Jakub34 » Sat Feb 15, 2020 6:53 pm

After farming dumtilitans for hours, it seems like the eggplant suit is nearly non existent. Given that armadillos and dumtilians are practically the same enemy, in terms of power, they should give roughly the same amount of money an hour. Given how common revolvers are compared to eggplant suits, there's really no point in farming dumtilitans, unless you have to. Especially with the recent gun price change, revolvers are now worth ~x1.6 less than eggplant suits, making dumtilitans even more pointless to farm.

Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am

Re: Increase drop rate of eggplant suit.

Post by Flashlight237 » Sat Feb 15, 2020 9:14 pm

I mean I don't think serpent things are meant to be farmed unlike armadillos, but alternatively the revolver's drop rate could be lowered to 5/8 what it currently is.

I personally don't think the eggplant suit's drop rate should be increased as it was 2.7x the price of a revolver (and serpent things can be killed more easily than armadillos; I've checked). The pie tins, pro archer hats, and straw hats, though, could have their drop rates increased. That seems more balanced.

Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm

Re: Increase drop rate of eggplant suit.

Post by Jakub34 » Sun Feb 16, 2020 12:08 am

Flashlight237 wrote:
Sat Feb 15, 2020 9:14 pm
I mean I don't think serpent things are meant to be farmed unlike armadillos, but alternatively the revolver's drop rate could be lowered to 5/8 what it currently is.
Not sure what makes you think they shouldn't be farmed like armadillos, but ok. As for nerfing the revolver drop, that is only hurting newer players.
Flashlight237 wrote:
Sat Feb 15, 2020 9:14 pm
I personally don't think the eggplant suit's drop rate should be increased as it was 2.7x the price of a revolver (and serpent things can be killed more easily than armadillos; I've checked). The pie tins, pro archer hats, and straw hats, though, could have their drop rates increased. That seems more balanced.
Pie tin is a worthless drop, so no point in touching it. As for the other two drops, that depends on how much you are buffing it, otherwise nothing really happens.

Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am

Re: Increase drop rate of eggplant suit.

Post by Flashlight237 » Sun Feb 16, 2020 1:17 am

Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
Not sure what makes you think they shouldn't be farmed like armadillos.
They're literally in an area that you're supposed to pass through, not farm monsters on.
Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
As for nerfing the revolver drop, that is only hurting newer players.
How exactly is bringing the drop rate down to where they have the exact same benefits they did before "hurting new players?" I just divided the current drop rate by 1.6; all its doing is nerfing drop rates back down to where armadillos would provide the exact same money/hour they provided before.
Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
Pie tin is a worthless drop, so no point in touching it. As for the other two drops, that depends on how much you are buffing it, otherwise nothing really happens.
Game balancing says pie tins are not worthless. Really, you're supposed to account for literally everything if you want to balance things out. Imo, the most balanced way of handling things is tripling the drop rate of pie tins and doubling the drop rates of Straw Hats and Pro Archer Hats. Easily the same money/hour as pre-update armadillos.

Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm

Re: Increase drop rate of eggplant suit.

Post by Jakub34 » Sun Feb 16, 2020 5:31 pm

Flashlight237 wrote:
Sun Feb 16, 2020 1:17 am
Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
Not sure what makes you think they shouldn't be farmed like armadillos.
They're literally in an area that you're supposed to pass through, not farm monsters on.
By that logic, any area that has enemies you are supposed to pass through should not be enemies you farm. Sounds like a great way to make worthless enemies that no one farms, and you end up with people clogged up in one area. The only time this statement should apply to something is either an enemy you have to kill for a quest, or a boss.
Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
As for nerfing the revolver drop, that is only hurting newer players.
Flashlight237 wrote:
Sun Feb 16, 2020 1:17 am
How exactly is bringing the drop rate down to where they have the exact same benefits they did before "hurting new players?" I just divided the current drop rate by 1.6; all its doing is nerfing drop rates back down to where armadillos would provide the exact same money/hour they provided before.
Players are going to have to compete with each other to kill armadillos. Since you will not be able to kill every single armadillo, this means you lose out on coins and will see less drops overall. The revolver is already a rarish drop, and you want to make it even more rare, which makes no sense. The revolver is a drop that is suppose to make up for what you would lose from armadillos, because of other players farming there. The same concept applies to eggplant suits from dumtilians.
Jakub34 wrote:
Sun Feb 16, 2020 12:08 am
Pie tin is a worthless drop, so no point in touching it. As for the other two drops, that depends on how much you are buffing it, otherwise nothing really happens.
Flashlight237 wrote:
Sun Feb 16, 2020 1:17 am
Game balancing says pie tins are not worthless. Really, you're supposed to account for literally everything if you want to balance things out. Imo, the most balanced way of handling things is tripling the drop rate of pie tins and doubling the drop rates of Straw Hats and Pro Archer Hats. Easily the same money/hour as pre-update armadillos.
If game balancing could, it would be laughing at you for thinking pie tins have a worth. The only way you could make pie tins have a worth is by making extremely common, but how would this compare to armadillos, and how would this compare to itself? If you were getting a pie tin from almost every dumtilian, then this would make armadillos a bit pointless to farm. If it were something like 20 or even 10 dumtilitans, then those pie tins are practically worthless.

As for the other two drops, x2 or x3 seems to be too much. I don't know about the pro archer hat, but straw hats are a fairly common drop from them. A x2 or x3 increase would probably make straw hats a lot more common than they need to be.

Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am

Re: Increase drop rate of eggplant suit.

Post by Flashlight237 » Sun Feb 16, 2020 11:31 pm

Jakub34 wrote:
Sun Feb 16, 2020 5:31 pm
If game balancing could, it would be laughing at you for thinking pie tins have a worth.
Do you know how IGNORANT that made you sound? The golden rule of game balance is "Everything has worth." Even the tiniest of things, i.e. Pie Tins shouldn't be ignored. It's almost sin to have pie tins, a junk item (which are meant to be common as dirt) be as rare as diamonds (compare to straw hats and pro archer hats) like they are now.

Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm

Re: Increase drop rate of eggplant suit.

Post by Jakub34 » Tue Feb 18, 2020 10:52 pm

Jakub34 wrote:
Sun Feb 16, 2020 5:31 pm
If game balancing could, it would be laughing at you for thinking pie tins have a worth.
Flashlight237 wrote:
Sun Feb 16, 2020 11:31 pm
Do you know how IGNORANT that made you sound?
You know, I question when you suggested to nerf an already rarish drop, and then to increase some uncommon drops by x2 or x3 their current chance.
Flashlight237 wrote:
Sun Feb 16, 2020 11:31 pm
The golden rule of game balance is "Everything has worth." Even the tiniest of things, i.e. Pie Tins shouldn't be ignored. It's almost sin to have pie tins, a junk item (which are meant to be common as dirt) be as rare as diamonds (compare to straw hats and pro archer hats) like they are now.
Yes, everything has a worth, in terms of sell price, but that does not exempt the item from being worthless. Pie tins are easily a great example of this. They are a lot rarer than straw hats (for some reason), they are worth 10 coins less than dumtilians, and they are worth 6.96 times less than a straw hat. For the 10+ hours I have spent at dumtilians, if I were to lose the money I gained from pie tins, I would lose less than 750 coins, let alone 500. Apply the same thing to straw hats, and I would lose anywhere from 4k-6k coins.

Whether those pie tins exist or not, it makes such a small difference on the player's total amount of money, to the point where it would make no noticeable difference. As I already mentioned, the only way you could give them a real worth is by making them very common, but how would this change compare to armadillos and to the enemy they drop from.

Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am

Re: Increase drop rate of eggplant suit.

Post by Flashlight237 » Wed Feb 19, 2020 12:54 am

Jakub34 wrote:
Tue Feb 18, 2020 10:52 pm
Yes, everything has a worth, in terms of sell price, but that does not exempt the item from being worthless.
Except IT DOES!

"Everything Has Worth" is the golden rule. Pie tins are NOT exempt from the golden rule. Why do you REFUSE to realize that?! There has never been an exception to the rule, never was, never will be. Stop pretending they're worthless, because even the junkiest of items have worth. NOTHING IS WORTHLESS!
Jakub34 wrote:
Sun Feb 16, 2020 5:31 pm
Whether those pie tins exist or not, it makes such a small difference on the player's total amount of money, to the point where it would make no noticeable difference. As I already mentioned, the only way you could give them a real worth is by making them very common, but how would this change compare to armadillos and to the enemy they drop from.
That is the EXACT SAME POINT I MADE WHEN I SAID REVOLVERS DROPS SHOULD BE NERFED! Again. Let me show you in detail how I can shove actual understanding down your throat.

If a Revolver drops 1 every 50 monsters (2%) and they sell for $860 at base, then killing 1000 monsters would give you on average $17200 (20 drops) from Revolvers.
If a Revolver still drops 1 every 50 monsters, but they sell for $1396 at base, then killing 1000 monsters would give you on average $27920 (20 drops) from Revolvers.
If a Revolver dropped my suggested 1 in 80 monsters (1.25%) and they sell for $1396 at base, then killing 1000 would give you $17450 (12.5 drops) from revolvers, thus effectively showing that nerfing Revolver drop DOESN'T HURT PLAYERS.

Use the same rule in Pie Tins.

If a Pie TIn drops, I can assume, 1 every 200 monsters and they sell for $19 (9 less than brooms, so you only need to make them 1.4x more common to meet the value of a broom) at base, then you'd get $95 from them, which is bleh but still one man's trash is another's treasure.
If Pie Tins drop at a rate of once every 50 monsters with the same price, then they'd give you $380.

And by this logic, if I made Brooms drop 2% of the time, then for Pie Tins to evenly match broom value and make serpent things provide as much money as Armadillo Broom Money, all I have to do is make tins drop 2.74% of the time. Bear in mind, I actively tested Petunia stick drops and they have a rate of 1%, which was enough to make people complain that they're rare.

Tens
Posts:216
Joined:Tue Dec 24, 2019 5:14 pm

Re: Increase drop rate of eggplant suit.

Post by Tens » Wed Feb 19, 2020 3:46 pm

Nah those tins are worthless. Nobody cares for them because the COINS are worth more than the actual drop. They are way too rare as well, so they are even more useless. There is no golden rule protecting them, because the money you get from that drop hourly is about the same you get in a minute worth of picking up coins.

And eggplant suit should drop more without a doubt. The revolver drops arnt even that good, and they are the best drops for dillos. Obviously the new mob should have better drops given their poison ability and higher attack+range.

Also no idea where you got the revolvers dropping 1 in 50, since they feel more like 1 in 100 or even higher atm. They sell for a bit, but their drop rate makes them meh. I grinded to 30k from coins, and got only 8k in drops. So yeah, increasing any item's drop rate sounds good in my book. Nerfing them, even though they are already horrible and only take up about 1/4-1/5th of a person's income, sounds terrible.

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