Hello, I want to report a bug that I recently encountered.Darkmon’s card making system is broken. I strongly feel that this process is predetermined. And it is managed. Please explain to me how it is possible that at one time a large number of inscription guilds have more similar cards than other cards and the same thing happens every time. … Unfortunately, I noticed an almost identical process in the making of Darkmon cards compared to other players, which causes all people to receive the same duplicate cards in a certain period of time. This is while everyone is trying to exchange their boring repetitive cards with other cards in the first attempt. Well, some of them succeed, but with the increase in the number of duplicate cards. It forces the players to sell in the action. And naturally, this will significantly reduce the price of those cards. But the problem starts here. By creating this price difference between different card numbers. Abusive people, whose job is not even writing inscriptions, by buying much cheaper cards, easily try to exchange them with other cards by camping for several hours in action. And sooner or later they manage to collect all the cards. Meanwhile, people who specialize in this job have difficulty in preparing materials and make lucky cards at a huge cost. This is not fair and there must be a way to stop these people. This is not fair at all… This makes people who abuse cheap cards that had a price reduction due to RNG easily get to the deck with a low cost and with cruel cuts cause me loss and loss in terms of time.
yep, server gets flooded with the same card type everytime it really doesnt feel 4/1 regardless after hundreds of crafts
Me and everyone I know has the same issue, everyone generates about the same types of cards. It seems like when RNG hits it hits us all about the same way, which basically does not seem RNG at all.
Also I have WAY more small decks than a noble.
I’ve checked the 1st and the 2nd best Hunter on Patchwerk.
I wanted to see why the 1st have 800 more dps than the 2nd with the same stats, same stuff, weapon etc.
RNG.
The 1st by God get 40% more crit on almost every spells, and i’m not talking about 2 spells on a fight, i’m talking about 50 ticks on Explo trap, 15 chimera, Aimed Shot etc.
Every spells got like 40% more crit, and just for this RNG, he was the first Hunt World on this boss.
“Fix” “RNG”.
Ehhhh?
If you FIX a “random thing” it isn’t random anymore, so by fixing RNG you are removing RNG.
The issue is that this current algorithm that is being implemented is very similar among players. And this is something that happens again and again and again, and the same process of falling of similar cards and accumulation of some of those cards. And the rarity of another type of card. As I said, it has negative effects.
Isn’t that the normal way though?
If you let’s say add a 0.5% droprate on a mount, doesn’t every player have trouble with obtaining this mount?
Very rarely (0.5% or lower) you get it insta dropped .
Example, Me and some guildies were farming Ashes of Alar for 2-3 years straight, didn’t drop for anybody.
My girlfriend did it once and had it dropped first try (Still mad about it lmao).
By adding a certain RNG factor, everyone gets this same RNG and it is based on complete and utter luck. Or am I wrong here?
Seems you are. It is not random if during the same time window everybody gets the same drop. He asks for it to be truly random for everybody whenever they craft this item.
that is what i’m trying to say …
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