DISCLAIMER: All values and figures are just estimates. Obviously everything would be subject to changes, and would need specific balancing to ensure the system is fair and useful
Just a suggestion I know a lot of people have gotten behind (and has seen success in other games):
Make drop rates for higher rarity items scale off the number of previous failures and successes.
What does this mean?
Let’s just say Legendaries have a 5% drop rate. You’re farming a boss for their legendary drop, but you keep getting nothing but green gear. With scaling RNG, each time you get that green gear, the drop rate for Epic and Legendary gear (maybe Rare too) increases a little. Maybe after a couple of runs with each boss dropping only white/green, that legendary drop rate might have turned to 10-15%. The longer your streak of bad luck, the higher your odds of getting something good.
After finding Epic/Legendary loot, that drop rate is lowered back down to normal. This keeps an equilibrium between bad luck streaks and lucky breaks, and means that instead of hitting a bad streak and feeling disheartened, you hit a bad streak and know that the longer it goes, the better the chance for something awesome.
I’d suggest the following basic model:
Add a rudimentary ‘luck’ value to each account. This could be a hidden value, but it could just as easily be a visible value you can check on your account. Upon entering a mission, the luck value of each player is averaged out, and the outcome increase or decrease of the luck values would be similarly spread evenly.
- Finding Comon gear strongly increases your luck
- Finding Uncommon gear moderately increases your luck
- Finding Rare gear doesn’t change your luck (maybe)
- Finding Epic gear strongly decreases your luck
- Finding Legendary gear very strongly decreases your luck
Luck would work by modifying the drop rates, lowering the drop chance of low tier gear and increasing the drop chance of higher tier gear. For this to work cleanly, Luck would need to only apply to boss-drops or have a separate value for mob drops and crate/rare crate drops.
I’m not going to suggest a formula for how luck would apply to the drop rates, because that will just invite excessive criticism for something that is a suggestion for a new mechanic, not a suggestion for specific values.
If you have suggestions on how the Luck stat could be applied to drop rates, I’d love to hear them. I’ll update the main post if we can work out a solid figure to work with.