MVP Card Pity System?

Imported from legacy Flarum.
Original author: hayatow (Flarum #905)

Description:
Add a feature where a player can fulfill a requirement (be it some item, zeny, or a combination of the two) to apply for a system where the player can get an MVP card after killing the target enemy for an x amount of times (personally, I think anything around 1000-2000 kills would be an okay amount). This kill count is master account wide to compensate people using alts. The pity count is completed when the kill count is achieved or when the player gets the card before the pity has been reached, whichever comes first.

Why is this a good idea?
It’ll give everyone the opportunity to get their desired MVP card without resorting to killing a very large amount of the same MVP. If you get lucky, you get lucky. If you’re having a hard time to make the card drop, at least the pity will help you get that item. The pity just gives you an assurance that you’ll get the card no matter what.

What risks or downsides does it have?
I don’t think there will be risks as these items are still relatively hard to get due to the pity requirement.

Additional Info:
None.

Imported from legacy Flarum.
Original author: danieltran88 (Flarum #1512)

-1
You no luck not mean server no drop

Imported from legacy Flarum.
Original author: karunatan (Flarum #555)

Rich people would have no issue spamming branches to get MVPs all day all night, especially if something like this would be implemented.

-1, the rates we already have with gears and BBG are high enough. Patience.

Imported from legacy Flarum.
Original author: titano5209 (Flarum #812)

+1
This is my interpretation of the suggestion

As this is suggested it’s not like the refine system so every mvp has a pity system so that if you open 5000 BBs you get an insane amount of benefits
This suggestion it’s possibly ask for a system like this: A single Quest Like system

Its like a quest with a reward, like the achievement quest

1- select your mvp target, only one at a time can be selected. If you wanna change it, the count gets resetted.
2- when you kill X amount of times the mvp you get a card at 100% rate. This do not mean that at x/2 times you have 50% to drop it. You will have 0.04% base chance till lets say kill MVP number 2500 (theoretical 100% chance by number of kills at 0,04% base drop)

So to all the -999999 ppl
This will not change any amount of MVP card density, but would help the very unlucky side of farming

Example:
Lets say the target amount its like 1000 kills + 100 special Instance coin (idk, just random)
Lets say the target its Shulang Card
A player have to run Villa 1000 Times for 100% card guarantee
Probably 90% or players that would do that would drop the card around kill 800-900 or even before that
If, lets say, the card drops at natural 0,08% (BBG) at kill number 900, the kill count gets resetted and you basically can choose a new quest and the benefit of this its 0. Because you just dropped it normally without any help.

So whats the point of all this if the card would probably drop always before the “quest” its completed?
In my opinion:
This will make the farm actually having a sense, a mission, a goal with a clear outcome. Maybe more ppl would get involved in more farming because there is a goal? Idk tbh

Imported from legacy Flarum.
Original author: hayatow (Flarum #905)

@karunatan no. this is not intended for people who spam bloody branches because the spawn is random. Although it’s not impossible.

Imported from legacy Flarum.
Original author: meo0ow (Flarum #700)

-1 for this.. imo this seems like add a pity system to ‘lottery’.. which you supposed get jackpot by luck not by pity system

Imported from legacy Flarum.
Original author: telu (Flarum #782)

-1 this is not a gacha, not everyone is supposed to have every MVP card they need in their build.

Imported from legacy Flarum.
Original author: potatosen (Flarum #243)

While this is a good idea, i would say that because of this, MVP card will lose its rarity and value. If everyone gets the mvp card easier than what it used to be, we won’t have much reason to grind for anything anymore. If contents are easier to get, what do we do next? While QoL is good we can’t lose the exact essence of what RO is about.

Imported from legacy Flarum.
Original author: hayatow (Flarum #905)

Just for further explanation and context, this idea was taken in a pre-renewal private server. The card rate is 0.04% for normal monsters and 0.03-0.01% for boss. The pity mechanic is 2500 and for normal monsters only. I wasn’t really fond of it as first because it felt like it would make cards too easy to get. I didn’t use it because it felt like there wasn’t any use case for it (you could still get cards in less than 100 kills of you’re lucky). Then, there was one time I got annoyed and a bit frustrated where I ended up killing almost 5000 kills for a card. This monster only had about 20 spawns in a relatively wide map. So, for the subsequent card hunts I used this feature and it felt assuring when you’ll still get the item you want because of this pity. The sense fulfillment was still there cause killing 2500 monsters isn’t a joke in a case to case basis. As for the price for this card, it hasn’t gotten cheaper or expensive. I think the economy of that server is pretty stable at the moment despite having the pity. Not really trying to push this feature to everyone’s throats but I just thought it would be a good idea to start a conversation about a feature like this and hopefully we can get something similar or improve upon other features like the mvp card album so all people have an opportunity to get to endgame at a relatively casual pace.

Imported from legacy Flarum.
Original author: crybabyhunter (Flarum #527)

-1

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

I’d be down to see a pity system for MVP cards, MVPs on the server currently are in a bit of an awkward spot where they’re common enough that you’re expected to have them on an endgame build but also just rare enough that they’re painfully grindy to farm.

I’d be happy to see an MVP pity system which would guarantee you’re at least making progress towards your desired MVP card, even if you’re unlucky with getting it as a drop.

The idea isn’t to increase MVP droprate, as much as it is to guarantee some form of progress so it doesn’t feel like you’re wasting your life staring at your computer making 0 progress towards something after hundreds of hours of investment, which is my #1 gripe with MVP card farming, there’s no promise you’re actually making progress.
This would alleviate that gripe without killing the economy, certainly not as bad as some people are making it out to be.

Imported from legacy Flarum.
Original author: KaptainPickles (Flarum #722)

-1

This already exists. It’s called Zeny.