Enjl
Cultist
While farming for the legendary Nimbus Rod (6.66% Drop Chance, I killed 40 Angry Nimbus so far), I came up (or rather copied from Dota 2) with a system which will completely eradicate RNG from Terraria, while still making it feel the same way as it is right now (but less frustrating).
For those of you who haven't heard of Pseudo-Randomness ever, allow me to introduce it to you:
Pseudo-Randomness is a process in which numbers (in Terraria: Drop Chances) appear to be random, while they, in reality, are not. The system uses increasing numbers with every non-successful tick, until the reward is guaranteed to drop.
Here's a graph of how the chance would change in relation to monster kills of a kind (read paragraph below first maybe):
Disregard the numbers, if you're looking at the graph. I just found it online and the shape is what counts. Imagine the peak being the kill at which you'd be guaranteed to get your Death Sickle, Broken Hero Sword, etc.
Notice how the first enemy kills have a very low chance of rewarding you, while the chance increases the more enemies you kill without getting that reward.
Consequentially, once you do get the reward, the chance resets.
Let's have an example:
Key Molds have a, as of now, 1/2500 chance of spawning upon enemy kill in the respecive biome. As the system works right now, you can either get super lucky and get it within 1-2500 kills, or get totally dumped on by RNG and don't get it for 5000, 7000 kills.
With this system, kill number 2500 ((everything) might need rebalancing) is guaranteed to give you that Key Mold you so desire.
Pseudo-Randomness uses set numbers for the proc chance which switch to the next higher number after failure, or reset to the lowest number after success.
I should mention that it's, obviously, possible to have True Ranomness and Pseudo-Randomness both within Terraria. So that only rare, unique drops would be affected by this system, while stuff like the contents of golden chests etc. would still be random.
This would be a pretty big thing to impliment, but at the same time it would fix what many players have problems with. What do you think? Did I explain the system well? I hope so
For those of you who haven't heard of Pseudo-Randomness ever, allow me to introduce it to you:
Pseudo-Randomness is a process in which numbers (in Terraria: Drop Chances) appear to be random, while they, in reality, are not. The system uses increasing numbers with every non-successful tick, until the reward is guaranteed to drop.
Here's a graph of how the chance would change in relation to monster kills of a kind (read paragraph below first maybe):
Disregard the numbers, if you're looking at the graph. I just found it online and the shape is what counts. Imagine the peak being the kill at which you'd be guaranteed to get your Death Sickle, Broken Hero Sword, etc.
Notice how the first enemy kills have a very low chance of rewarding you, while the chance increases the more enemies you kill without getting that reward.
Consequentially, once you do get the reward, the chance resets.
Let's have an example:
Key Molds have a, as of now, 1/2500 chance of spawning upon enemy kill in the respecive biome. As the system works right now, you can either get super lucky and get it within 1-2500 kills, or get totally dumped on by RNG and don't get it for 5000, 7000 kills.
With this system, kill number 2500 ((everything) might need rebalancing) is guaranteed to give you that Key Mold you so desire.
Pseudo-Randomness uses set numbers for the proc chance which switch to the next higher number after failure, or reset to the lowest number after success.
I should mention that it's, obviously, possible to have True Ranomness and Pseudo-Randomness both within Terraria. So that only rare, unique drops would be affected by this system, while stuff like the contents of golden chests etc. would still be random.
This would be a pretty big thing to impliment, but at the same time it would fix what many players have problems with. What do you think? Did I explain the system well? I hope so