Acamaeda
Terrarian
Right now, it's not unheard of to fight the Moon Lord 50 times and not get the drop you want. And the worst part is, you're still no more likely to get it the next time around. Progress is all-or-nothing. It's kind of ridiculous. No one needs 5 Lunar Portal Staffs.
A solution to this would be for each world, each boss who always drops one of several items (like WOF, Moon Lord, Martian Saucer, etc) has a table keeping track of how many times it has been defeated since it dropped each item. Whenever the boss is defeated, the probabilities of getting each drop are weighted based on that table. Whichever item is dropped has its weight reset to 1, and the others have their weights increased by 1. This means, for example, that an item that hasn't dropped after 9 defeats is 10 times as likely to drop next time as whichever item was last dropped.
This system could possibly be used in other areas too, including Angler Rewards, Mimic drops, Crate Loot, even loot generated in chests. All of this would make grinding in these areas more rewarding, because you are always getting closer to that reward.
If this takes away too much from the randomness, the effect could be reduced. The weights could be incremented by a smaller value than 1, or they could be square rooted or something. It could even be different for different tables. Any little boost would be meaningful.
Humans have an innate logical fallacy that makes them think that a result gets more probable the more times it hasn't happened. Why not make it actually work that way?
Edit: I did some simulations on how long it would take to get a specific Moon Lord drop and to get all 9 Moon Lord drops with the current system(red), the proposed system(green), and a version of the proposed system that square roots the weights(blue).
A solution to this would be for each world, each boss who always drops one of several items (like WOF, Moon Lord, Martian Saucer, etc) has a table keeping track of how many times it has been defeated since it dropped each item. Whenever the boss is defeated, the probabilities of getting each drop are weighted based on that table. Whichever item is dropped has its weight reset to 1, and the others have their weights increased by 1. This means, for example, that an item that hasn't dropped after 9 defeats is 10 times as likely to drop next time as whichever item was last dropped.
This system could possibly be used in other areas too, including Angler Rewards, Mimic drops, Crate Loot, even loot generated in chests. All of this would make grinding in these areas more rewarding, because you are always getting closer to that reward.
If this takes away too much from the randomness, the effect could be reduced. The weights could be incremented by a smaller value than 1, or they could be square rooted or something. It could even be different for different tables. Any little boost would be meaningful.
Humans have an innate logical fallacy that makes them think that a result gets more probable the more times it hasn't happened. Why not make it actually work that way?
Edit: I did some simulations on how long it would take to get a specific Moon Lord drop and to get all 9 Moon Lord drops with the current system(red), the proposed system(green), and a version of the proposed system that square roots the weights(blue).


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