ShadowsSong wrote:GeisKhan wrote:Alright, I know you're tired of hearing people beat on a dead horse, but hear me out.
I know you don't want to do guaranteed drops because it would mess with the early game progression, but have you considered that you can change the progression rate by changing the required number of creatures for shop requests and/or limiting how many creatures are available to fight (no creature respawns)? If you remove randomness, you have a fixed number of fights players can complete before they run out of resources in the early game, and later the requests are for more creatures or stronger creatures that require more resources to get.
Maybe that's the "one potential solution" you alluded to before?
The reason I bring it up again is I just quit the game in frustration (again) after going through 10 fights in a row against 3 forest slimes with no drops. The random drops are not a sufficient progression rate balance, because I (and many RPG players) will just save scum a fight 10 times rather than accept zero loot for my time and effort, which makes it no different than giving everything a near 100% drop rate (I'll take 2 out of 3 on the slime fights, but not 1).
I had 5,000 gold by the time I unlocked the underground lake in the well. It makes no difference in time played to get enough creatures to complete all requests, the only difference is you expect players to spend more resources doing so because drops aren't guaranteed, while we can play differently and choose not to spend as many resources by save scumming. Either way is just a different type of time sink and grind.
Please don't take this text as being angry or accusatory; that's not my intended tone. I'm frustrated but I see this as something to troubleshoot and am stating how I play to bypass the problem and how I see it could be fixed.
I'm an engineer, I like troubleshooting and problem solving, maybe too much and I make more work for myself (and others) by finding things to fix or addressing employee complaints. I just spent my Sunday afternoon helping my dad make his Windows 11 laptop look and work like Windows 7 because he complained about them changing the right-click menu and removing the old File Explorer ribbon, when I could have been playing video games instead.
While I get where you're coming from with the idea, just bumping up the required number of creatures would result in some very odd lore-related logic. At a 100% rate, you could get, for example, 16 green slimes from a single run of the forest. With numbers like that, I'd have to MASSIVELY boost the amount required for quests, to the point it'd honestly come off pretty ridiculous. The required numbers have always been on the lower side because, from a lore standpoint, no one's going to go about consistently ordering numbers THAT high consistently. And consistent orders is precisely what those orders on board are.
Okay, maybe the slime example is a bad one because the slime fetishist absolutely WOULD order that many, but you get my pointMost orders don't make sense with high numbers.
Comes down to an argument between lore and gameplay. Whilst I'd generally favour gameplay, when it makes lore THAT absurd, do have an issue with it. Plus it'd complicate quests like Valerie's one, since you'd be guaranteed an Alraune straight off and there's literally no sense in that requiring multiples.
One potential solution I HAVE been looking into is to give a guaranteed drop after you fail to get one so many times, but having trouble designing a method to allow that. Can't seem to find a way to get whether you get a drop or not to register and thus alter the variable/counter for 'time not earned'. It seems the best solution, but the mechanics of the design have me stuck. I've got an idea I'm looking to test, but it's difficult to 'test' something like that since no way of telling whether or not the resulting earned drop is from would be natural or not.
Just a quick update on this issue. Decided to try out my idea in hopes it would solve this issue (and in hopes I never have to hear about drop rate's again

Basically what I've done is remove the drops from the creatures themselves, and instead set up an admittedly messily-complex system that triggers on victory instead. It''ll run a random check based on existing drop rates, and give you an amount of creatures based on those. But at the same time, should you not get ANY, it'll instead add to a counter that, when it reaches 3 'failed' fights in a row, you automatically get one. When a fight ends, you'll get a message telling you how many creatures you captured.
Are a couple of catches though. First is that the 'failed' counter only applies to the 'main' creature you're fighting. So even if you're fighting, say, the second Alraune fight, which has a slime present, you CAN get a slime drop, but even if you don't, it won't add to the 'failed' slime counter. It'll only add to the Alraune one if you fail to get that. Basically, the counter only increases for the creature that appears on map.
Also, due to this new system, I'll be removing the ability to save whilst in hunting zones, to decrease save scumming. It really shouldn't be needed at this point, after all.
Can't say it's a perfect solution, but hopefully it'll at least help solve the issues for people who are encountering repeated issues with drops. Frankly, still not sure how people are even having THAT bad a time with it, given at a 1/4 rate you should be picking up a few slime girls per forest run. But since I don't know how the RPG Maker's default drop system operates, there's quite possibly an issue I don't know about. At least setting it up as this way via event will definitely give a 1/whatever drop rate as opposed to whatever the base system's modifying the drop rates to.