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Ops in 5.1 - Will unassembled pieces drop from every boss, or just the last boss?

STAR WARS: The Old Republic > English > General Discussion
Ops in 5.1 - Will unassembled pieces drop from every boss, or just the last boss?
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FtWorthJim's Avatar


FtWorthJim
12.20.2016 , 05:06 PM | #11
Quote: Originally Posted by -Spc View Post
Well last boss has guaranteed ONE unassembled piece.
That means if you do 16 man ops group, only ONE person will get ONE token.



So no, i will not be doing that, takes way tooo looong.
Other bosses will maybe have like 5% chance to drop some tokens, which means 99% of the time they'll drop nothing.
Just to clarify - a 5% drop would mean a 95% chance of no drop, not 99%. Math is your friend.

-Spc's Avatar


-Spc
12.20.2016 , 05:24 PM | #12
Quote: Originally Posted by FtWorthJim View Post
Just to clarify - a 5% drop would mean a 95% chance of no drop, not 99%. Math is your friend.
Not really, a person can go in 100 times, and get nothing from it, because it's 5% random chance.

This means in 100 times of you get 0 because of randomness of this 5%.

EricMusco's Avatar


EricMusco
12.20.2016 , 05:45 PM | #13 Click here to go to the next staff post in this thread. Next  
Hey folks,

There is some good conversation going on in this thread but I thought I would pop in and explain how it is currently planned to work in 5.1. The last boss of each Operation is guaranteed to drop unassembled pieces of a specific slot (we are still working out how many pieces drop). Each other boss in an Operation has an increasing chance (by boss) to drop any unassembled piece, not a specific slot. For the sake of the example I am about to make, I will use Karagga's Palace.

Everything listed below is an example and not necessarily what will be in-game, these are just representative of the way the system will work.

1st boss (Bonethrasher) - 20% chance to drop any unassembled piece.
2nd boss (Jarg and Sorno) - 25% chance to drop any unassembled piece.
3rd boss (Foreman Crusher) - 30% chance to drop any unassembled piece.
4th boss (Fabricator) - 35% chance to drop any unassembled piece.
Final boss (Karagga) - 100% chance to drop unassembled head piece.

Hopefully that clears up any confusion!

-eric
Eric Musco | Community Manager
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Jerba's Avatar


Jerba
12.20.2016 , 05:58 PM | #14
My fear is that this will only result in operation players continuing to do PvP because it gives them faster gear than via operations.
Unless there is a very steep price on the PvP vendors, 242 gear will be more easily available via PvP than via operations. There are very few guilds left that can kill NiM bosses, and the skill required for NiM is miles above what you need for PvP, where you only need to put in enough time and can even AFK.

Regarding the drop chances, I hope that you will take your data into account, e.g. look at how many players are able to beat each boss and base the drop chance off of that. We don't need another period where EV/KP drops the same loot as all the other ops. E.g. if you give the bosses in Rav/ToS a 60% chance, the bosses in EC/TFB/S&V/DF/DP a 40% chance and the bosses in EV/KP a 20% chance, players are actually encouraged to run the harder operations. (numbers are just an example, you have more than enough data to finetune them)

psikofunkster's Avatar


psikofunkster
12.20.2016 , 05:58 PM | #15
Quote: Originally Posted by benzodiazepine View Post
After re-watching the producer's stream again and again, I'm getting the sense that Ben is on a different wavelength from Musco and Charles.

Ben seems to understand it as "each boss definitely drops something, with the later bosses having a greater chance to drop the same item as the last boss" (to help ops teams get more than 1x of what they were chasing).

Charles seems to understand it as "only the last boss definitely drops something, the earlier bosses may or may not."

Sigh.
^ Pretty much that, all these "changes" are still on the works, what is coming next for everybody for sure are the holidays, but as Ben "producer" said: keep playing......and paying.

Still with those changes the important thing here is the lack of new endgame content.

gabigool's Avatar


gabigool
12.20.2016 , 06:00 PM | #16
Quote: Originally Posted by EricMusco View Post
Hey folks,

There is some good conversation going on in this thread but I thought I would pop in and explain how it is currently planned to work in 5.1. The last boss of each Operation is guaranteed to drop unassembled pieces of a specific slot (we are still working out how many pieces drop). Each other boss in an Operation has an increasing chance (by boss) to drop any unassembled piece, not a specific slot. For the sake of the example I am about to make, I will use Karagga's Palace.

Everything listed below is an example and not necessarily what will be in-game, these are just representative of the way the system will work.

1st boss (Bonethrasher) - 20% chance to drop any unassembled piece.
2nd boss (Jarg and Sorno) - 25% chance to drop any unassembled piece.
3rd boss (Foreman Crusher) - 30% chance to drop any unassembled piece.
4th boss (Fabricator) - 35% chance to drop any unassembled piece.
Final boss (Jarg and Sorno) - 100% chance to drop unassembled head piece.

Hopefully that clears up any confusion!

-eric
That's brilliant Eric.

You guys are offsetting the outcry against RNG by adding another layer of RNG.

Well played.

You still have not put your finger squarely on the problem here. If you think this scenario - and let's be honest bro, what you implement will be nowhere near those percentages - in any way solves the problem you haven't been playing the game very much.

At least in a manner where gear is important.

Seriously, what is so wrong about putting gear back on the bosses and allowing GC/CXP to be a mechanism for players who do not care to PvP or run Ops?

In what way does that make your game worse, rather than better?

I mean, I'm having fun grinding Fractured (until you nerf it) but some of us - especially players that have been here for years - have exactly zero interest in grinding gear to play four year old content. Can we just play it without this bull ****?
Quote: Originally Posted by BenIrving View Post
The harder part to address, because you have to take my word for it, are all the features and content we are working on that we havenít yet announced.... ...and we have started the early design phase for new, non-chapter, content.... ...we have some REALLY cool stuff to talk about later this year and the whole SWTOR team canít wait to announce it.

gabigool's Avatar


gabigool
12.20.2016 , 06:01 PM | #17
Quote: Originally Posted by Jerba View Post
My fear is that this will only result in operation players once again doing PvP because it gives them faster gear than via operations.
Lol of course.

The T1 gear will be farmed in Ops but anything past that? Or course not.
Quote: Originally Posted by BenIrving View Post
The harder part to address, because you have to take my word for it, are all the features and content we are working on that we havenít yet announced.... ...and we have started the early design phase for new, non-chapter, content.... ...we have some REALLY cool stuff to talk about later this year and the whole SWTOR team canít wait to announce it.

teclado's Avatar


teclado
12.20.2016 , 06:19 PM | #18
Bummer. I originally understood it to mean that every boss drops a piece.

I know that your percentages are completely made up, but let's say that you could reasonably expect 2-3 gear pieces per operation. Let's say that an ops team runs twice per week. That would be 4-6 pieces per week. With 14 slots and 8 team members, that's 112 pieces required. Ignoring the RNG factor of gearing pieces being duplicated (actually, we could trade the RNG boss drop with the RNG Command Crate Drops and make the two somewhat cancel each other out), you'd be looking at somewhere around 18-28 weeks to gear up your team. Forget about alts.

It is apparent to me that the dev consensus is that 4.0 gearing was way too fast and things needed to be slowed down substantially.

I am somebody who does operations and pvp. I'm not a fan of the removal of expertise (and hence pvp gear). I liked the 4.0 pvp gearing system because it took only a short period of time to gear up multiple characters. I'm absolutely an altoholic. If pvp is supposed to be about player skill and not gear, that 4.0 system was fantastic. It put people on a level playing field rather quickly. I suppose that some people who only played 1-2 characters got bored and stopped playing when they ran out of gear to grind, so that's why y'all "fixed" the 4.0 pvp gearing system?

Furthermore (still on the pvp gearing), I generally want different stat allocations for my pvp and pve characters. Having expertise and a separate gear set made that easier to deal with. Now it's kind of a mess. I have to SLOWLY acquire 2x everything from command crates and hope I get the right enhancements (accuracy vs crit vs alacrity). Forget about pvp tanking. There's no way to get those mods because if you open the crates in tank spec, you get traditional PVE tanking mods. If you open the crates in dps spec, you get dps mods. I want endurance heavy dps mods for my tank with tank armorings (and set bonus). So you have to craft everything.
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Rryla's Avatar


Rryla
12.20.2016 , 06:22 PM | #19
Quote: Originally Posted by benzodiazepine View Post
Musco wrote the following post:


...which I understand to mean that there will only be ONE assured drop per operation (on the final boss), with no guarantee of anything dropping from the preceding bosses.

However, if you were to re-watch the Dec 15 livestream again (fast forward to 10:21), Ben makes the following statements:

(10:32) "The other bosses that you defeat along the way WILL ALSO contain unassembled gear pieces, but they won't be specific things."

(11:00) "...but also to make sure that EACH BOSS gave something rewarding."

Both Ben's and Musco's statements appear to contradict each other. I'm hoping we get Ben's version of things instead of Musco's, but it would be great if one of the devs could come and clear this up.

If what Musco says comes to pass, I'm definitely not renewing my sub. Priority HM loot drama and ninja-ing in 4.0 was bad enough, and that was 5 pieces shared among 8 people. Just imagine how much more toxic the game would become if 8 people had to squabble over one measly miserable piece.
So the Dev's are nothing but Fing liars, If its not Bens way I will closing my accounts, I am not going to spend 60-90 mins and have to roll against 7 other people, its BS.

ChunkyGoodness's Avatar


ChunkyGoodness
12.20.2016 , 06:24 PM | #20
Quote: Originally Posted by EricMusco View Post
Hey folks,

There is some good conversation going on in this thread but I thought I would pop in and explain how it is currently planned to work in 5.1. The last boss of each Operation is guaranteed to drop unassembled pieces of a specific slot (we are still working out how many pieces drop). Each other boss in an Operation has an increasing chance (by boss) to drop any unassembled piece, not a specific slot. For the sake of the example I am about to make, I will use Karagga's Palace.

Everything listed below is an example and not necessarily what will be in-game, these are just representative of the way the system will work.

1st boss (Bonethrasher) - 20% chance to drop any unassembled piece.
2nd boss (Jarg and Sorno) - 25% chance to drop any unassembled piece.
3rd boss (Foreman Crusher) - 30% chance to drop any unassembled piece.
4th boss (Fabricator) - 35% chance to drop any unassembled piece.
Final boss (Jarg and Sorno) - 100% chance to drop unassembled head piece.

Hopefully that clears up any confusion!

-eric

Quick question, which Op is this? I don't ever recall running one with repeating bosses in the same Op. Perhaps you meant:

Final boss (Karraga) - 100% chance to drop unassembled head piece

and not

Final boss (Jarg and Sorno) - 100% chance to drop unassembled head piece