Drop Chance

There are several key concepts that not only form the basis of WoW gameplay, but whose influence extends beyond pure game mechanics to include human relationships, personal success, game strategy, and overall enjoyment. In the ideology of the game, this concept is very significant. Like everything in this digital world, it has an integer dimension that varies from situation to situation. I'm talking about the probability of dropping an item or, as it is more commonly called in the game environment,the"drop chance".

As already mentioned - collecting is a very significant part of psychological attitudes of playing and often the desire to possess the object exceeds adequate limits, pushing people to ninjaluting, breaking up relationships, breaking up guilds. There is a list of dozens of things that have caused these virtual crimes, manic behavior expressed in countless runs to instances, spending tens of thousands of gold to acquire these things. And all why? Because somewhere in the code Blizzard programmers prescribed a couple of figures, regulating the random number generator. It seems to be nothing significant, but what are the consequences...

The smaller the drop chance, the more valuable the item, the more social status it attaches, and the greater the sense of satisfaction that accompanies the possession of the item. In essence, it's roulette and the element of uncertainty is always present. No matter how well you play it doesn't guarantee that you may end up with nothing. And that also adds to the excitement, the spice. Not only the boss's kill, but the moment when the list of dropped items appears on the screen gives a lot of thrill. Which, however, gets weaker with each new failure, causing irritation and can eventually lead to a bummer. "It didn't fall out again...". And yet, someone can test fate again and again. The old content still breathes, not because of the rich lore or interesting bosses, but because there are still items that rarely drop.

Each of us probably has a different take on this notion and our chances. As well as our desire for one thing or another. I consider myself a fairly lucky player. Take the same horse from Baron that fell out on the third boss keel. It was a spontaneous farm run and I didn't just decide to test my luck. Personally, I don't chase items like Phoenix. The effort expended is not worth what that item can give me.

It's even easier with outfit items. First, you can always find a replacement for this or that item. Here, in my opinion, the efficiency/cost ratio is important. Let's say the Scorpion from Soul Eater is worse than the Runic Stone, but the time you can spend for knocking out the latter is much higher than the time you'll spend for knocking out the former. Be aware of this and don't get emotional. Second, if it's already knocked out, but you didn't get it after the roll, it's easier to buy it. For the trident with Onyxia, I gave the gold, but I go to him for the third month, so I do not think the money is lost, especially because the gold falls from the mobs with 100% probability, and if there is still brains, then sooner or later you will earn. And for the trident can go long and hard. Third, if you're unlucky, you're unlucky and you have to limit the number of attempts you spend for yourself. I tried to go to the Ice Halls almost every day, but I never saw the Scuffed Handle. Yesterday was probably the last trip to the Pit to get it. It's easier to earn it, especially since it's not an exorbitant sum.

These are the considerations.

Good luck to you, it really does solve a lot of things in the "world of military craftsmanship".

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Ambroży fusion

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