Idea for handling dupes and dissapointing drops.

edited September 2017 in Suggestions?
I know you guys are currently figuring out a solution to the problem of duplicate items.
However, I'd like to make a proposal that'll solve the issues of both excessive RNG and cluttered inventories.

Why not introduce a token system where any drop can be cashed in for a number of coins used to re-roll an item of the players choice. Re-rolling with more specific tables (i.e. same category [mask converting to a mask], random category, clean/dirty version [lower cost from clean to dirty], etc.) requires more or less tokens depending on how specific the player wants to be in the re-roll. Weapons would allow you to lock/keep certain factors (shard cost, Cut resistance, range of durability, weapon type, etc.). The more stats or traits you lock, the more tokens it will cost. This way RNG can be replaced with grind for players who are unlucky, whilst maintaining the rarity of certain items to keep players from obtaining them too quickly.
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