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4-29-2008 @ 8:03PM
Interesting post, but what I wonder is: are droprates 'real' mathematical probabilities? Isn't there for example some sort of fairness-system that makes sure quest items drop before, say, 1,000 kills? I do think this is the case, because otherwise people might get fed up with the game quickly and quit - not in Blizzard's advantage at all.So, did Blizzard ever confirm anything about this, I wonder?
4-29-2008 @ 9:45PM
#25 and #26:No. To do so, Blizzard would have to keep a record (a state) of the number of Supplies bags opened since your last badge in the character database since if it were kept client-side, you could hack it and give yourself guaranteed drops. Furthermore, they'd have to also keep a state for any given drop on any given mob on any given quest.Now multiply that by all your quests.And again by all your alts.And again by, what... 10 million players?That's a lot of state to hold at any given time and it's not worth it. If Blizzard really did want to make a certain "collect N drops" quest faster (or slower) to make it seem "more fair", it's much easier to just tweak the drop-rate by a percent or two.
4-29-2008 @ 9:46PM
hmm... adding a reply changes the message numbers... oh well. :p
4-30-2008 @ 11:18AM
Blizzard has said that random is random, except in certain cases where it isn't. ie: mob drop tables are generated on spawn, not on kill. Therefore if the last person to have killed a mob was NOT on the quest that you're killing them for, they will not respawn with a chance to drop the item you need. Despite what WoWhead shows you as a flat list of drops with percentages, that's not how it works necessarily.Mobs have multiple loot tables that are independent rolls. For instance, typical random mobs loot tables:Money Roll Cloth Roll Loot rollQuest item roll. each of these separate rolls on creation can have different probabilities but in most cases are not tied to each other in any way. Some of them have built-in defaults as to prevent a zero result for whatever reason, some of them don't. (some mobs will come with a piece of something every time... some are frustrating and have a %10 drop rate, etc). They don't even have to be consistent in any way with other mobs, such as the elves that drop rep turnins. You can totally get a loot drop from dead elf AND a scryer signet/arcane tome from the same mob at the same time. You probably won't see it very often because of the probability involved but you know they're on separate loot rolls. Boss loot however isn't necessarily the same but follows the same logic of unpredictability. A boss may end up with a money roll (usually a near-fixed value), two completely separate loot rolls (ie: token drops are independent from the other drops, and further that on Illidan the warglaives are a totally separate roll and drop, etc) and maybe any other rolls that can happen. Long story short, random loot is random. But it's not necessarily as simple as a % chance based on overall kills even though it can be represented that way.
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