#LOOTBOX Frustrations Poll - Discussion
1 messages · Page 2 of 1
Anyone who's considering it from a purely mathematical point of view isn't even going to be doing this content, they'd be lootrunning story strike or pois
By using comparative values
Trying to make the most fair implementation of lootboxes is missing the forest for the trees
You've overlooked why people want to it to be fair in the first place, because it feels bad
Replacing it with an implementation that also feels equally as bad to a different portion of the population has defeated the purpose of changing how lootboxes work
That just replaces one problem with a different similar problem
One of the big issues with the current implementation of the lootbox is that people like to sit down together and open their boxes simultaneously when someone's lootbox fills
That inevitably results in people comparing drops, and if there's noticeably significant variation in people's drops, it feels bad to whoever's "losing".
Drops theoretically should equal out overtime over the course of the entire dungeon or multiple PoIs, but in the instant, it "feels bad" and that has higher impact on people's sense of fun.
Replacing the current system with the duplication method replaces the issue of "feeling bad because you're getting worse loot than someone else" with "everyone feels bad because they haven't gotten a drop in an amount of time longer than they can stand"
The "scoring" system isn't perfect, but it's one that's used because it minimizes the feeling of having worse loot than other people, being 1-2 "drops" behind is a lot easier to stomach for most people.
If what is basically the solo loot system feels bad, it's a problem with the solo loot system
You also keep dismissing the median value whenever its brought up (mostly by xernial), but the median value is the simplest approximation to measure "fun"
Not really considering the solo loot system is.. for solo. It does not work as well in groups
not true because multiplayer loot doesn't scale linearly
clarify please
'basically'
The current lootbox system builds on the solo loot system, everyone gets their own shares and their own rng instead of everyone getting the same as one persons. Which I honestly prefer
that is not true
Unless I have completely misunderstood what a dev said near the start of the thread
Something being "acceptable" being made worse does not make them the same or even similar
That is literally true
You get your own portion of the loot scale, that is how the lootbox works
There is a nebulous level of variability in loot where the level of fun being derived starts dropping
that's not the solo loot system
it's not 'your own portion', it's generated first and then split
if it was 'your own portion' I wouldn't have even proposed what I did
You get the items that you contributed to the chest..?
no
Which is not always equal
That value is different for every player, but the duplication method will likely push past the tolerable level for at least some players
#1132513865628930048 message
As playercount in the group goes up and variability increases, it'll surpass more and more player's bottom lines for what they can accept before they start experiencing less fun
Having a system where fun decreases proportional to playercount is a huge mess btw
already the case
You get a bunch of people complaining with each other
So?
it's a mess right now
That's irrelevant, we're trying to come up with something better
People already acknowledge the current system is flawed
I have, which is my initial message about my proposal
You should be trying to argue that whatever suggestion is being made fixes the flaws
would require altering the loot generation system though
Unless I have missed something important, this is not currently implemented
I have seen no samples of how this works
how does it work right now? is it worse?
I assume it's the same but loot is split by stacks
Loot is split by who contributed it. Just like the solo loot system, you get the loot that you bring to the chest. Which is far from equal, as seen in how varying solo loot can be
is there a source?
.
so it is how it works right now
Source code for splitting is public
through it may be better to read the code since I am bad at communication
So it tries to split the items as evenly as possible within a single chest if I understand it correctly, without giving the opening player an advantage
alright
through the opening player has an advantage if someone isn't running lootbox
I swear I saw that description somewhere
yeah well that's unavoidable obviously
no one ever told me something else when I mentioned that it works like that
If loot scaling was adjusted to not nerf loot under solo numbers per player, the current system would be decently fair tbh
But I am going to ask, is this how it currently works
or is it still #new-player-questions message
I dont recall seeing a change ever mentioned in changelogs
u5b's code is a modification on the splitting part i believe
I would like to see this new system (if it is new) in practice
I used lootbox a bit in pois, was getting some tiered, some currency consistently
My code was a modification of the splitting. I did some tests on dev and it seemed like it split more fairly.
But I wasn't sure so the change was pushed silently with the other lootbox changes. I definitely didn't forget to post it in changelogs
I wonder if people reacted to A without even knowing about it 
And it was only testing with two players :P
So it could be unfair with odd numbers, since there isn't any data kept between opens
I knew and still reacted to A, because difference in value is a thing, this system only considers type of item
Could also be votes from users who tried lootbox before the stealth change and founded their opinion on that
Esp if they stopped using lootbox
Yeah that's what I mean
I stopped using lootbox after the changes because the Cooldown was too annoying
I plan on making the cooldown less annoying by reducing it but I need to do more optimizations
what do you think of Xernial's score proposal btw?
where it would consider the POI/dungeon instead of only one chest
hmm
I am not a good person to get an accurate opinion from since I don't touch balance 
Yes
But it also isn't exactly simple.
There is some internal discussion based on a combination of yours and Xernial`s idea, but I will let them bring it up if they wish
I don't exactly want to misinterpret and spread misinformation
ultimately the outcomes of mine and Xernial's systems are the same anyway
So much complication for these silly items
Honestly I hate when I need to just spam in chat for like 15 min + trying to figure out who had loot box and trying to make him remove it
Let me see who is using the lootbox is the 1st thing
hover over the chat message
How about having the lootbox have two different systems in tandem, one for "normal" loot and one for "high value" loot?
Use TRedux's duplication method for regular drops since it's easier to implement and the high frequency and drop rate means variability is a non-issue.
Track "high value" drops as a cross-instance progress meter that awards the drop once progress >= 1 (and subtract 1 from the meter, leaving the remainder). When the item drops, it gets divided into (1 / number of players present) progress distributed to every player.
I don't think progress addresses the variability concern some people have
Or maybe I don't understand how you want that to work
Can use standard drop rate with the progress system
do you mean that every player accumulates progress and gets the drop when it's filled?
Yes
The primary benefit of this system is that it accumulates between instances
As an example scenario
do you want that to work per individual item type as well? like would mat/rare/pigment be tracked separately
Let's say you're in a 4 man lootbox group and drop a pigment, everyone gets 0.25 progress towards a pigment
yes
I writing feedback
istg iv done that it doesnt work
but not sure about this part
Total combines to 1 pigment, but it's held back until you get another 3 more pigments for +0.25 score each, and then finally distributes a pigment to everyone
that's a great idea
However if your group is unlucky and fails to get 4 pigments, you'll be able to carry however many pigments your group got to the next group you play with
It'll just be stored as, 0.25/0.5/0.75 pigments tracked to the player until then
help ðŸ˜
.
I think this is recent #1132513865628930048 message
This is what we are using rn?
yes
Gocha
you can read the code in the plugin if you want
it has notes
That’s pretty cool
Observed the different strengths of both systems
because I forgot this
lootbox upgrade that automatic convert pigment to strands
./j
this starts failing to work when u realise u can do partys with 3 people
it works perfectly actually, a drop causes a -1 in progress
even alternating 4 player parties and 3 player parties would work fine
the leftover score wouldn't be even, of course, but that's fine
0.25 score per drop then
but 18 pt
the delve points are not relevant there, they affect the loot, not distribution
@civic kettle your proposal is similar to the proposal internally, but is different
@void edge if you want to comment on it
no it doesn't?
if you party with 3 people it just splits the 1 drop into 0.333 ea
points or players is irrelevant
it's still the same 1 drop split up
did you just skip over the actual explaination and just read the example or something
yeah my idea was to use the same score but only to determine who gets the item instead of fabricating/deleting items
so whenever an item was generated, whoever has the highest "deservedness" score gets the item and has their score go down
similar to xernial's thing I think but scaling with the number of players instead of being binary
is the score tracked per item type?
I proposed something like that as a modification of xernial's suggestion a while ago
I think it might be beneficial if the score was visibly trackable by the player as well
So that when one player gets the drop, the other players still have a visual indicator of progress being made for them
was the plan to have deservedness track across instances, or?
yeah
that has an issue then with groups who use the lootbox as a storage mechanism but still split at the end of runs
if "deservedness" tracks between instances and your group still splits at the end of the run you get the benefit of the drop while also getting the benefit of a "deservedness" advantage the next time you group up with other people who might not necessarily do splits, allowing double dipping
you're equally likely to get a disadvantage though
How will people joining/leaving mid content impact this?
if the score is attached to the player it wouldn't
yeah pretty much
the more people are around, the less credit you get for not getting a rare, and the more credit you lose for getting a rare
wait why more credit lost
slightly more
person who gets a rare loses (n-1)/n, people who don't get a rare gain 1/n
so that it always averages to 0
yes but the overall order of drops has been screwed up for everyone else even if it cancels out for the original player
idk maybe i'm nitpicking
the other players from the same first party balance it out
oh I think I got how Pi's working so A:0.4 B:0.2 C:0.6 D:0.1 and here is a pigment it goes to C and C become -0.4
oh nvm
I don't think there are good ways to fix this without potential for abuse, or hardcoding areas to change these values
mainly I could see an issue on leaving the dungeon (what if you went to grab anvils and come back) or POI content
and storing a seperate score for each piece of content seems excessive
monunenta karma. . .
there should be an option when starting dungeon just to automatically organize chests into player unique lootrooms, kinda like strikes. maybe require the player to for example shift 5 seconds next to the chest to collect replacing manual looting. have lootboxes serve a completely different purpose?
probably too big of a change but those are my thoughts
Just make it so lootbox autoloots a chest if there are no mobs within 5-10 blocks of the chest
It doesn't work with lootrunners and saves inv space/time spent looting
Mobs behind walls would end up triggering that
I don’t think lootrunners potentially being able to save half a second per chest should be considered when adding qol features
If it was 5 blocks I doubt that would be an issue and even if it is you can loot it normally
And it could be an aggroed mob
well then assassin lootrunners could exist and get loot faster
Didn't consider that my bad
Agreed with this
You could always just add the anti lr protection to all dungeon shards and solve this issue while preserving the qol
Fight lr with actual anti lr mechanics instead of compromising good qol items for it
the biggest problem BY FAR is loot distribution. I am still wondering how to fix this but there must be a solution-right?
I believe the plan so far is to just roll the loot and split up low tier items by their raw currency value, but the high tier items (Rares, mats, pigments, LORE) are currently undecided.
(as far as we know)
No?
one (whoops ping)
Its like one screen length of scrolling up to see the current proposal…
was wondering if this worked out or not for you
I immediately forgot everything about it
let me see if I can try without forgetting
hmm that is really scuffed
Yeah I think the top two obviously sold their T3 and charms so money looks about average, but the mats augments and rares is a little 🥴
Weirdly it does look sorta balanced around total value, if anything top person is getting screwed over imo
I wanted to see the split before selling
mainly to see if this is an improvement or not
Yeah the top two sold all charms and converted t3s to ar
if you convert the charms and fragments on bottom to ar, they add up pretty equally
will keep in mind to not sell next time
for placing a chest? or for depositing into a chest?
because I forgot about depositing into a chest 🥴
for lootbox get a share when others open chest
struggling to understand why that needs to be coreprotect logged?
you can see who you distributed loot too
through I guess it would be nice to see what loot the other players got
to address if a team that not all people using lootbox and , the one who use lootbox , taking the share of people who don't without put the loot from their lootbox
it's a little complicate let me try reword
there is ABCD 4 guy and A using lootbox BCD didn't use , after done the dungeon , the team suspect A didn't put the loot from their lootbox into the sharing chest.
and at the situation where there isn't lootbox user , we can use co lookup to see the amount of mat to kinda know if everyone be honestly
today I got an example of 10 people 25pt tff which only reward 20mat which is huh
so they suspect the lootbox user but there isn't a way to check the item took by lootbox
this is just minor issue or say QoL
just to leave it here if someone want to pickup
I don't think it is feasible to do it via Coreprotect, since the items that go to the lootbox never actually enter the chest and leave a log
I guess we could embed the items in the tooltip of the chat message
but also, embedding a list of items for every chest opened may be spammy
ye fair
is there a pickup filter for the lootbox? if so then my point is moot, but as a newer player, when i started using the lootbox i was a little annoyed at how i'd open all my shares and find my inventory was crammed with random garbage (several kinds of blocks, vines, unstackable soups i don't really want, etc). i would just throw everything into the selling station.
currently i don't use the lootbox and i instead go for the method of breaking chests, and with the item pickup filter i don't have to worry about getting any items i don't want (although i don't think my settings pick up any food).
actually i havent tried if the pickup filter works on the lootbox (when depositing into inv) so maybe my point is moot
Lootbox uses your pickup settings now
I wish I didn't drop my java learning before