Increase drop chance from Sky Fortress

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

Currently Stephane.J.E.Wolf has a 3.72% chance of dropping of these 3 weapons:

In highlights of the, already over, Halloween Event we noticed how insane the farm could turn into. From my personal experience, I had to do approx. 3-4 hours of farm with Guyak + Bubblegum to get all 3 Juliette D Rachel (bought the third).

My alternatives:

  1. Sky Fortress Key - you get between 1 up to 5-6 keys a run. Enable a box that consumes 30 or 50 keys for the desired weapon.

  2. Use the Vicious Mind weapons - 5 of the same weapons turns into a random weapon from the MVP, similar to Thump boxes.

  3. Increase the drop rate to something around 22-25%.

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

Idea 1. Is a big no, this would just encourage similar changes made to future instances; “Why can’t I just go on instance cooldown for the next 1000 days of immortal to get a lasgand card drop now?”

For the other ideas though I’m confused, why are you suggesting Sky Fortress to have increased weapon drop rates in the first place?

I thought that content became outdated years ago.

Imported from legacy Flarum.
Original author: aewuu (Flarum #575)

@CongaLyne Its because of costume crafting

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

@CongaLyne

This is simply using the assets of the instance itself, not “adding new things”.

Also, not because a gear is outdated it means that it will be left forgotten. I like experiencing all content’s to a degree and get their weapons, try them out. No reason to give such a bittersweet answer.

Additionally to aewuu’s comment too.

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

-1 Its a infinite farmable instance. Since the content is old, it’s easy to kill Stefan full decked with drop gears as well.

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

It takes on average 26 runs to get one weapon.
A run with Guyak could be as fast as 3 minutes, or as long as 4 if you claim the daily.
It could take up to 5-6 minutes with just Agility.

You would need between 4 to 8 hours, depending on your pacing, to get all weapons, considering statistically accurate RNG on a very monotonous environment.

It’s very outdated content, and other content like Bioresearch Laboratory benefits from obtaining Hero weapons through NPC drop (box) and vendor (box). I don’t see any issue to have QoLs implemented here.

Imported from legacy Flarum.
Original author: EvilLumi (Flarum #372)

@myntsu The issue is, those people probably don’t do the content, or get lucky, or buy it, so they don’t understand how -long- something will take, or how precious your time might be, or how annoying repetition can be when you’ve already done the instance a thousand times.

I wanted old content to be updated long ago, but they don’t seem to want to, because it would ruin their mental block of having things KRO-like, even though there’s already so many adjusted variables on this server that it’s not recognizable.

I’m going to +1, this should be changed, because it’s old, and old content is zoomed through and quite literally doesn’t matter at all to reach end game. I am not sure why they are protecting this facade of sanctity when it’s been obsolete since forever.

Imported from legacy Flarum.
Original author: Choi (Flarum #323)

So is the request for this because you want to use these weapons or is the request for this because you want these weapons because they are used for costume crafting?

Since this is specific to the ones that were used for costume crafting, I would assume it’s the latter right?

If so, isn’t the better solution to be to not include difficult to obtain items in costume crafting rather than increase the drop rate of those items? But I don’t know if I’m for that since i would think these were specifically included for the costume crafting because they were difficult to obtain.

Imported from legacy Flarum.
Original author: aewuu (Flarum #575)

I killed about (let me check) ~80 stefan, about 3-4 hours I would say.
atleast 30 mins was HE gummed and the rest were regular with full drops gear.

I managed to get 15 sunflowers, 3 JDR and 2 Lindy

It would be neat if we had an exchange for 2X to Y

I put 2X as placehold, 2 items for 1 specific. or any combination of items for a specific?

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

@Choi I would say both are equally viable.

If later I want to make an AA-RK, then it would like to try a Lindy Hop, and it just doesn’t make sense to me that Temporal Boots are easy to get (which I appreciate a lot, don’t get me wrong), but something like a Lindy Hop (arguably much worse), can’t be accessed in an easy manner.

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

@aewuu Please share that RNG, I just got 2 sunflowers out of that.

Regardless, this is a good idea as well. Trade-off or simply the options above. The idea is to keep the diversity and “fairness” in.

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

@Choi

Then what would the value be of crafting these special costumes? In my opinion, the overall value of said costumes is deeply tied to how hard/complex it can be to craft.

My -1 to this suggestion is simply because i don’t believe the change is impactful enough to deserve even minutes of develop time that can/could be directed to something more incovenient. The fact that this is a repeatable instance only add salts to wounds in my opinion.

And just to be clear, i did grind the instance to get JDR, and also got a storage with some Lindy’s getting dust. And also do it daily in my instance runs for coins.

If there is one QoL i would agree for that instance is just an option to skip all the yapping from my boy Stefan.

Imported from legacy Flarum.
Original author: kaiakaito (Flarum #244)

Moving it into rejected

There is a reason why the GM’s decided to use those weapons for costume crafting. It would take the whole point to increase the drop rates or something. Beside, in the case of Sky Fortress you coul farm it for hours with the re-enter ticket for instance coins.

Imported from legacy Flarum.
Original author: LAC (Flarum #464)

So all you people disagreeing here about less rng are asking for less rng on stellar enchants in the other thread huh
I wonder why

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

Comparing farming an old instance with no daily cooldowns to collecting Meteorite Fragments for Stellar Enchants doesn’t really make sense. The issue isn’t just about grinding it’s about the frustration of being entirely dependent on RNG without alternatives. Take Time Dimension Magic Runes, for example. Even with their 0.25% drop rate in a harder dungeon, they’re less frustrating because you have a clear idea of what you need to reach level 5. And if you so prefer, you can still gamble. It’s about having options.

What we’re discussing isn’t about making things easier or breaking the system—it’s about adding choice. Players could have the option to spend more Meteorite Fragments for a guaranteed result. This wouldn’t eliminate the grind; it would just give players more control. RNG would still be there for those who enjoy it, but for others who are tired of bad RNG, there would be a pricier but guaranteed fallback.

This isn’t about making things easier or cheaper; it’s about making the system healthier while giving players the agency to feel in control instead of always being ruled by random numbers. This kind of player choice already exists in systems like Sky Fortress, which is unlimited. I won’t keep going back and forth, since your comment came across as a bit salty and the suggestion got rejected already, but I thought I’d share my perspective with a proper argument rather than leaving things one-sided and sounding like a hypocrite.

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

but for others who are tired of bad RNG

I’m also tired of RNG. Why can’t we have a fallback here too?

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

@airto This kind of player choice already exists in systems like Sky Fortress, which is unlimited.

Imported from legacy Flarum.
Original author: MadMonkey (Flarum #165)

@airto How does Sky Fortress being repeatable make its rewards/drops not RNG tho?

More than that, seems like the suggestion was rejected because of that droprate boost proposition.
Despite the fact it was only one of the 3 propositions presented.
The other two definitely could have worked as a satisfactory solution.
And be an actual alternative to RNG.

Imported from legacy Flarum.
Original author: myntsu (Flarum #1047)

@MadMonkey Despite the fact it was only one of the 3 propositions presented.
The other two definitely could have worked as a satisfactory solution.
And be an actual alternative to RNG.

Exactly my point, thanks.

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

Let’s agree to disagree, friends. I already explained my mind regarding rng/player agency. It’s fine if you guys think differently.