#Droprate of the Piercing Cards

33 messages · Page 1 of 1 (latest)

north prawn
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[Suggestion from @kind kraken]

To cut a long story short; the drop rate of piercing cards needs to be drastically increased. I know the drop rate has already been increased, but it wasn't nearly enough. In particular, A and B cards are far too rare.

In detail:
So far after over a week, just 3 A-cards have been dropped on my server and people have farmed much more in the first week than they will in the future (some even took extra vacation for it). The dungeons feel super unrewarding. If there was a Water-A (and there isn't one on my server yet) it would probably be worth 1.5 billion easy. Making items so extremely rare increases the difference between whales and casual players immeasurably. You've already made this mistake with pets, where you'd theoretically have to spend over EUR 10,000 to get a perfect one. No normal player will ever be able to even get close to A-cards. Not even 10 B-cards are realistic. This leads to enormous frustration for the non-Whales. Also, the guild war will die like this in the long run. How will casual players ever have a chance to catch up this way?
And the problem with the cards is also that the risk of buying them is extremely high. I mean, at this drop rate, it would take many months before you could even buy 10 A-cards, even if you had infinite money. There is always the risk that better weapons will be released by then and the old weapons will become obsolete.

Getting top gear should at least be realistic. Like it is realistic to get a +10 set with 28 % atk one day. But to get 10 A-cards is completely utopian. With the new cards we move again in dimensions concerning the costs, which resemble those of the awakenings from the old PC-Flyff.

Besides, items that are so rare are never traded for penya. Just like with the pets, in the future you will only be able to pay for these items in real money....

For my sake, feel free to leave the drop rate for the skins as low as it is. These skins are purely cosmetic and give no gameplay advantage. But to leave the cards like this would be fatal. I had hoped that the update would bring back players, but it feels like more and more people are quitting. We've waited so long and now we're running dungeons for 10 hours straight just to lose money for power ups.

tough carbon
random breach
waxen saffron
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Its called fcoin sink for a good reason 😂😂

edgy cliff
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With many others I was one of the hyped players that took a few days off to play Flyff. I was hoping for those nice hours and days like when a new WoW expansion launches or pushing high m+ keys with your guildies.
But it only turned out okaish.
As I am a metrics guy, I created a gsheet before the launch to track all runsincluding player compositions and loot.
Between monday and friday I ran about 52 nightmare runs with in total 37 different players.
In most cases we had two guild groups, but some people only were in our group for one run. That explains that high amount of different players .
Most of these players were fully geared, means +10 sets, accessories +18 or higher etc.

In total we dropped one A card (a crap one lol) and two B cards.
Most runs were before the hotfix where they added the suggested guruanteed C and D cards.
In theory each player needs 10-20, sometimes 30 cards (pvp and pve).
So 37*20=740 cards. We dropped 1 A, 2 B. Now do your math.
How are we supposed to get those cards?
Long story short: Even though I was one of the hardcore farmers, I ended up with 6 D cards in my Obsidian stick.
A and B card droprate needs to be increased(A just slightly).
Like mentioned in the first post, during days off you can do 12 runs a day, but on normal days, maybe 1-3 runs…

cerulean sandal
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Game needs to do a better job of respecting player time

modest solstice
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I finally socketed 10 a cards after 2 years of searching

New weapons come out AAAA

cerulean sandal
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If someones putting in 8-9 hours a day of grinding the game should be rewarding that with items not a pat on the bum and a sad smile.

willow mirage
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Drop rate of bloody is extremely low too. Crafting made it easy to get.

kind kraken
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The problem with super rare items in Flyff is that the game has a free market. Therefore, super rare in Flyff is just a synonym for super expensive. At the end of the day, these items will always end up with the same few players who are willing to put way too much money into the game.

Even if a casual player were to drop an A-card with his team, he would be forced to sell it because he could never pay his party members their share.

The problem with this is that it kills the competitive aspects of the game. Where's the fun in competing in a secret room or guild war with the people who just buy the items for real money (directly or indirectly)?

I'm okay if you would need to spend a few hundred Euros for perfect Equipment - that's probably flyff and we were prepared for it. But with the pets and the super rare cards, the whales can spend horrendous amounts on a single char for actual gameplay advantages.

broken plinth
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Imagine if you defeat the boss then a treasure chest appear :
121-140 : c =40% b =20% A= 5% ( so 5.5% full curses maybe ) 18 runs for a A is not easy but not impossible as actually
91-120 : d=50% c = 25% b = 5%
61-91 : d=60% c=20% b=2%
etc ...
with a minimum of 3/4 player per DJ u will need like 180/220 days if u runs 3dj/day ( for A cards )
lowest tiers dj have to give more % to lowest cards cause they will not do many dj during their lvling

chilly dune
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Agreed.
Drops are very unrewarding for the amount of time and money you have to spend to run a dungeon. Most players of my guild do 1-2 runs a day and lose motivation already.

I don't understand why B Cards are so rare on such a high difficulty to even finish 1 Dungeon.
Many people just farm with 60/90 chars and are happy with their guaranteed D card and good chance for C cards.

peak light
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jup, with current droprates of about 1 B card in 100 runs it takes at least probably 600 nightmare runs (if giga lucky) to drop the needed 10x B for a single person. this means a group of 8 has to run 4800 times in theory to drop the needed cards for a server. the average with our rates atm ist at even 8k Runs for just the B cards.. +like 70% of the players want INT and STR anyway first, so its even worse.

random breach
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I totally agree in increasing the rates for b cards.
But i wouldnt touch the A card rate.
They should stay very rare items.
Whats the point in finishing the new content too quickly

kind kraken
# random breach I totally agree in increasing the rates for b cards. But i wouldnt touch the A c...

I don't think finishing content means having max EQ. By that logic, 99.99999999% of players wouldn't have even finished the previous content. Leaving the A-cards so rare will only lead to a few whales easily spending five figures to have 10 A-cards on every weapon and the normal guys don't even have to try competing in the guild war anymore. The gap between casual and whale will get much much bigger. Besides, it will make much less sense to make a second character, because the first character will already cost way too much time/money (at least if you want to be competitive with him/her).

nocturne panther
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Since the update, my team and I have been continuously running instanced dungeons with great enthusiasm. However, over time, I have begun to feel that the effort we are putting in is not being sufficiently rewarded by the rewards we are receiving. Despite always running with a full party and having full premium items equipped, the drop rates remain unsatisfactory. If the drop rate for certain rare pierce cards cannot be increased by the developers, they may want to consider reducing the difficulty of dungeon runs to make it more manageable for free-to-play players.

random breach
earnest sinew
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One possibility to increase the availability of B and A cards would also be to simply integrate B and A card pieces with a significantly higher or guaranteed drop rate into the loot table.

E.g. one guaranteed B-card piece per run, with 25% chance that it is an A-piece. This way, you have an average of one A-card and 3 B-cards per 40 runs.

edit: I have also thought about the possibility of making the cards upgradeable (like the 7% cards). But that would just mean spending a lot more FCoins on e-protects. And that doesn't sound nice to me

south yoke
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Just add the possibility to craft cards from D to B and let the A card only be droppable.
Even with 100% craft rate, we are close to 10 run for a C and 100 run for a B card.
We can even imagine to craft a C with 5D and a B with 5C.
So like 5 run for a C and 25 for a B

open ice
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I think droprates do need to increase and it's simply cause right now we even have a 10% drop rate event on cards. What happens after? RIP

kind kraken
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The event is a joke. As far as I know we still only have 3 A-cards on the whole sever (Burudeng). And because I'm a little afraid that the DEVs will raise the droprate by 10 or 20% and then act like they've listened to the community; we're talking about a DRASTIC increase. Even if you were to increase the droprate of the cards tenfold, it would take ages for the whole server to be supplied.

torn prairie
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Imo this is an entirely different problem.
Legendary golden weapons are mostly not worth anything anymore since Bloody Weapons are just strictly better.
Why pay a lot of money for an LG Bow when you could instead get a Bloody Bow that not only does more damage but also gives you better bonuses?

That the reason for low LG weapon prices is not the high availability of Bloody Weapons can also be seen when looking at LG Sticks.
These are still expensive, and haven't changed a lot in price with the release of bloody Weapons.
This is due to bloody stick not being a strict upgrade for all RM players

edgy cliff
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I guestimate about 4-6 A cards on Buru.
But (I hope) Devs added metrics so they can actually see that.
Now you can also check how many nightmare dungeons were completed every day and how that number (probably) declined from the first day until today.
e.g. 200 dungeons on the first day down to 40 dungeons yesterday.
And more important, how many players in total did complete a nightmare dungeon.
With that numbers you can put the amount of dropped A and B cards into relation.
At latest here you would notice that the current rates are WAY to low.
In a PERFECT world, you run nightmare dungeons in a never changing team and every member gets his B/A card for free when it drops until every member of that team gets one. Even that would take months if not years to get 2 weapons per player full of B or A cards.
But in the real world your group changes every run. So you need to sell A/B cards as they are ultra rare.(Even in guild groups!)

But numbers aside, which group/player of a group is happy about farming all day long or 2-3 runs every day for weeks for getting 1 A/B card???

olive sand
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I totally agree with @kind kraken on this one. The way this system was designed is not at all desirable.

I believe I have a nice and quite easy way to solve this problem.

Issues:

  1. Droprate very low... that makes unrewarding
  2. Because of the low droprate, whales that are ok with spending tons of money will get their hand in the A cards eventually and normal players will never ever have a chance to go this far.

Solutions:

  1. All the dungeons drops should be individually, not group chance as it is nowadays. Once u kill any boss on the Dungeon, a Chest should drop and each individual player should be able to open it (individually) for a chance of drops.
    Today we have the droprate divided by number of players on the Dungeon, because everyone runs with mates and will divide the prize. With individual mechanics you increase the chance A LOT!

  2. All the new cards dropped on Dungeons should be SOUL-LINKED cards. You should not be able to sell the cards, instead they should implement a new option to TRADE CARDS only by the same tier. This way u could trade an A card that you don't need for other that you need and so on.
    By applying this you ELIMINATE the whale problems and you allow all players to slowly upgrade their weapons. The game would be rewarding for the first time players that actually grinds and plays the game, not only who are willing to spend tons of USD/EURO. You would be able to start by putting 10 D cards for example, and then you can switch for C cards, B cards and eventually you would have 10 A cards... We don't need more pay to win situations on this game. We already have too much people that spent much money.

I truly believe this would end most of the problems with the new card system and close the gap between whales and normal players.

Thank you!

edgy cliff
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Soul linked cards would be amazing and def the best choice. That would be awesome but less likely to be implemented I think(sadly).
These cards should be soul linked but tradable with everyone participating in the current dungeon for 1-2 hours. So you can swap the card with your group mates

south yoke
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The problem with the actual drop rate is that you have to run billions of time but when your card will be ready you will think about piercing or keep them for next weapons kekw.
I think a b card for 3/5 run is fine it means 24/40run per card and 240/400 run for 8 people stuffed in B card. If people tryhard and run 10 a day it’s still 1/2 month of tryhard.

And yes the box for each player is good. Linked or not is close to the same thing as people in the same guild will use it on weapon. Just they have to handle the full party issue, imagine I can run with 5 people if I fill with 3 of my char it is like 4 card for me

olive sand
elder bramble
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Cry me a river

viral palm
willow mirage
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In the end we just need adjustment, it cannot stay like this

waxen saffron
kind kraken
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Bump because we just get a cash shop update tomorrow keksociety

waxen saffron