Stick Online Forums

General => Ideas & Suggestions => Topic started by: Manzy on December 27, 2009, 10:02:02 PM

Title: Luck Hat (new hat)
Post by: Manzy on December 27, 2009, 10:02:02 PM
For those of you who don't know me I an Manzy, a new member to the forums and game. During my short time of game play I noticed that it can be frustrating trying to get a desired drop from a specific monster (mainly those dang cactus monsters trying to get a WH). Anyway, to get to the point I would like to suggest a new hat. This was inspired by hearing someone joke with me about how the hatchet improved the drop percentage. What I wanted was just that, a hat that would slightly improve your drop percentage. I did some small research (google search :P) on hats that are said to be lucky and naturally the images I got were leprechaun hats.

(http://www.clubpenguinnews.net/wp-content/uploads/2009/03/lucky-hat.png)

That was one result I found a little funny.

Just to clarify- the hat would only increase your chances slightly with no other bonuses at all (this is most likely to keep balance in the game).

Well that is all I have. Comments and critisism welcome. (not too much critisism hopefully)

I do hope this was not alreaddy suggested. (or another item that does this hehe)

EDIT: Drop as in Item drops

EDIT: Just got a WH from a BBB. :)
Title: Re: Luck Hat (new hat)
Post by: Aqua on December 27, 2009, 10:05:39 PM
Interesting. I'm glad you posted a general picture of it, as most do not go near as far. I would not mind seeing it in game, but I'd like to know what others have got to say about this.
~Aqua
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 27, 2009, 10:09:46 PM
so 2 or so 3 or both?
Title: Re: Luck Hat (new hat)
Post by: Manzy on December 27, 2009, 10:12:56 PM
Both would be fine with me.
Title: Re: Luck Hat (new hat)
Post by: Bo-sox on December 27, 2009, 10:15:25 PM
cool i like the idea, with it would be put into the game.
Title: Re: Luck Hat (new hat)
Post by: Cactuscat222 on December 27, 2009, 10:17:06 PM
Yeah. The fact that it wouldn't do anything else besides a slight increase of items (and maybe even increased gold drop) would be fair.

However, the only problem I see, is how this would work: What if the person wore a Dragoon or something else for most of that battle, as at it went on, switched to the hat? Maybe for the increased drop to work, you would have to have worn the "Lucky Hat" for the entire battle, for every hit you put on the enemy, otherwise, the effects are nullified.
Title: Re: Luck Hat (new hat)
Post by: Manzy on December 27, 2009, 10:27:37 PM
Quote from: Cactuscat222 on December 27, 2009, 10:17:06 PM
Yeah. The fact that it wouldn't do anything else besides a slight increase of items (and maybe even increased gold drop) would be fair.

However, the only problem I see, is how this would work: What if the person wore a Dragoon or something else for most of that battle, as at it went on, switched to the hat? Maybe for the increased drop to work, you would have to have worn the "Lucky Hat" for the entire battle, for every hit you put on the enemy, otherwise, the effects are nullified.

This would work nicely with the fact that there is no health bars. I do know that there are other players who have the health of a monster in memory but this is an advantage for them. As far as I know, the drop is not predetermined (if I am wrong about this please tell me). Whenever the monster dies that is when the wheel spins and determines what drop you will receive. So switching right before death is a good little trick you would be able to pull.

However, I am not sure if anything of what I said above is correct so don't quote me on it.
Title: Re: Luck Hat (new hat)
Post by: EpicPhailure on December 27, 2009, 10:28:34 PM
Or perhaps the longer you wear it without taking it off, the bonus would increase until it got to a limit, at which point it wouldn't accumulate anymore. When you unequip it, the bonus resets to the original boost amount.

Title: Re: Luck Hat (new hat)
Post by: wrinkles on December 28, 2009, 12:45:27 AM
awesome idea, but it could be a bit harder to kill the monstrs coz the hat doesnt get stats up.. maybe if there was a lucky charm implemented, you dont where it, it just sits there in your inventory... anywayz.. i'd like to see something that increases drop rates in SO2 and SO3...
Title: Re: Luck Hat (new hat)
Post by: Forum on December 28, 2009, 01:00:55 AM
I like the idea.
Title: Re: Luck Hat (new hat)
Post by: Cactuscat222 on December 28, 2009, 02:23:11 AM
Quote from: wrinkles on December 28, 2009, 12:45:27 AM
awesome idea, but it could be a bit harder to kill the monstrs coz the hat doesnt get stats up.. maybe if there was a lucky charm implemented, you dont where it, it just sits there in your inventory... anywayz.. i'd like to see something that increases drop rates in SO2 and SO3...

Well that is the point of it. As a result of not getting bonus stats from the hat, you get a higher chance at an item. Its a trade off, and that is what would make the hat fair.
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

I also don't think some one should be able to put the hat on, hit the monster, and take it off and get the effect.

The two ways i think this hat could work is one:
You haft to get an amount of damage on the monster while you have it on.
or
You half to be wearing the hat and get the last hit to kill the monster.
Title: Re: Luck Hat (new hat)
Post by: JoEL on December 28, 2009, 09:07:09 AM
Quote from: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

or it could be very rare...or maybe come in different shapes or forms. Very well thought out idea, I like it.
Title: Re: Luck Hat (new hat)
Post by: Aqua on December 28, 2009, 11:56:15 AM
Quote from: JoEL on December 28, 2009, 09:07:09 AM
Quote from: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

or it could be very rare...or maybe come in different shapes or forms. Very well thought out idea, I like it.

I'd say expensive over rare. If it was rare, it would make the lucky people luckier.
~Aqua
Title: Re: Luck Hat (new hat)
Post by: 11clock on December 28, 2009, 12:20:05 PM
Quote from: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

I also don't think some one should be able to put the hat on, hit the monster, and take it off and get the effect.

The two ways i think this hat could work is one:
You haft to get an amount of damage on the monster while you have it on.
or
You half to be wearing the hat and get the last hit to kill the monster.

Or you have to be wearing the hat when the monster dies.
Title: Re: Luck Hat (new hat)
Post by: igufed on December 28, 2009, 01:31:42 PM
I like the idea.

But, I'd like to see it be very expensive.  I'm saying like 1 or 1.5 million.

This makes it more fair for the real unlucky people.  The level 99s and 100s who still don't have some of the more rare drops that some of the level 20s are getting..

And, if it doesn't give any boost other than 'luck', I'd almost want it to hurt your stats.. Take off 100hp off of your max, or lower your stam in some way..  I'm sure most of you would disagree with that, but, that's just my opinion.
Title: Re: Luck Hat (new hat)
Post by: yottabyte on December 28, 2009, 01:43:48 PM
Quote from: Aqua on December 28, 2009, 11:56:15 AM
Quote from: JoEL on December 28, 2009, 09:07:09 AM
Quote from: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

or it could be very rare...or maybe come in different shapes or forms. Very well thought out idea, I like it.

I'd say expensive over rare. If it was rare, it would make the lucky people luckier.
~Aqua
Lucky people = rich people
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 28, 2009, 02:13:38 PM
Quote from: 11clock on December 28, 2009, 12:20:05 PM
Quote from: ARTgames on December 28, 2009, 04:55:19 AM
Ok.

Now i don't think you should half to ware this hat the whole time your fighting the monster. Because it would turn this hat into the only hat you see while people are grinding.

I also don't think some one should be able to put the hat on, hit the monster, and take it off and get the effect.

The two ways i think this hat could work is one:
You haft to get an amount of damage on the monster while you have it on.
or
You half to be wearing the hat and get the last hit to kill the monster.

Or you have to be wearing the hat when the monster dies.

I kind of want to avoid to always be waring it. When you training with people you never sure when something you hit in the past is going to die. So why take it off?

I promote hat switching! in other words. but that's just my opinion. I will say i will be fine eather way.
Title: Re: Luck Hat (new hat)
Post by: Lingus on December 28, 2009, 03:02:42 PM
The only way I see this working mechanically is if every hit was calculated separately. So if you wear the lucky hat for 50 damage worth, but you wear a different hat for 150 damage worth, you gain the benefit of the higher drop percentage for 25% of the total drop percentage (after figuring for threshhold damage percentage). So say you had 10% drop rate (for the sake of ease of calculations). You would have 25% increase of 10% giving you a total of 12.5%.

Of course, since drop rates are not calculated this way currently, it would require a major change. At least I would think.

But I don't really like any of the other suggestions for how this would work. Having to wear it for 100% of your damage to a monster, or getting to only wear it for one hit, or even having to wear it for the last hit. None of those really make sense. It would make for a very awkward situation. Either people wearing a hat that gives them no benefit to combat, or people devising odd ways to switch their hat out for this one benefit. I just don't like what it would do to the game.

The way I described above would leave it up to the individual player how they choose to make benefit of the hat. They can wear it for the whole battle or only parts of the battle and gain whatever percentage increase they want.

Btw, a companion hat to this would be one that increases exp by a certain percent when worn. Would be great for training. But again, it would have to work as I decribed above to really be fair.
Title: Re: Luck Hat (new hat)
Post by: foG on December 28, 2009, 03:42:14 PM
Is this because of someone spreading the rumor shady hat increased one's drop chance by 3%? :D
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 28, 2009, 03:43:57 PM
Quote from: Lingus on December 28, 2009, 03:02:42 PM
The only way I see this working mechanically is if every hit was calculated separately. So if you wear the lucky hat for 50 damage worth, but you wear a different hat for 150 damage worth, you gain the benefit of the higher drop percentage for 25% of the total drop percentage (after figuring for threshhold damage percentage). So say you had 10% drop rate (for the sake of ease of calculations). You would have 25% increase of 10% giving you a total of 12.5%.


I don't see how that is any diffrent from my first idea

QuoteYou haft to get an amount of damage on the monster while you have it on.

My sentice is a lot simpler. But hey i like your explanation a lot better.

the last hit idea is something i put in there because i liked it :P
Title: Re: Luck Hat (new hat)
Post by: Lingus on December 28, 2009, 04:03:30 PM
Quote from: ARTgames on December 28, 2009, 03:43:57 PM
Quote from: Lingus on December 28, 2009, 03:02:42 PM
The only way I see this working mechanically is if every hit was calculated separately. So if you wear the lucky hat for 50 damage worth, but you wear a different hat for 150 damage worth, you gain the benefit of the higher drop percentage for 25% of the total drop percentage (after figuring for threshhold damage percentage). So say you had 10% drop rate (for the sake of ease of calculations). You would have 25% increase of 10% giving you a total of 12.5%.


I don't see how that is any diffrent from my first idea

QuoteYou haft to get an amount of damage on the monster while you have it on.

My sentice is a lot simpler. But hey i like your explanation a lot better.
Oh ok. I didn't realize that was going for the same thing I was. I assumed it was more like you have to get a certain percentage of the threshhold or something with the hat on in order to gain the benefit. My method would be much more dynamic than that. The percentage of increase to the drop rate would be directly related to exactly how much damage you did while wearing the hat versus not wearing the hat.
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 28, 2009, 04:08:24 PM
yeah its like having another threshhold system. One for the lucky hat and the one we have now. And at the end they add up.
Title: Re: Luck Hat (new hat)
Post by: Cactuscat222 on December 28, 2009, 06:10:18 PM
I completely forgot about damage threshold.

I agree with you guys, Lingus and ART, about the way it should be calculated, based on number of hits/damage progressively. Now, taking the damage threshold into account, I'm thinking that might make it easier to calculate that?
Title: Re: Luck Hat (new hat)
Post by: NotoriousM4^ on December 28, 2009, 06:13:15 PM
Or rather than increasing the chance of dropping something, it could lessen the amount of damage/hp deducted to reach the threshold of a monster.
Title: Re: Luck Hat (new hat)
Post by: Cactuscat222 on December 28, 2009, 06:17:07 PM
Quote from: NotoriousM4^ on December 28, 2009, 06:13:15 PM
Or rather than increasing the chance of dropping something, it could lessen the amount of damage/hp deducted to reach the threshold of a monster.

I thought about that too, but realized that wouldn't help much. As far as I know, getting to the damage threshold is easy. The only instance this would be useful was for a SG or DS or Snowman, and its almost dead, so you want your hits up fast. However, you wouldn't know.
Title: Re: Luck Hat (new hat)
Post by: jojotellier on December 28, 2009, 06:22:17 PM
i maked the sprite and the result you will see (http://img94.imageshack.us/img94/1535/luckyhat.png)
Title: Re: Luck Hat (new hat)
Post by: Aqua on December 28, 2009, 06:26:21 PM
You can't upload your files to this site. Upload it to www.imageshack.us or something.
~Aqua
Title: Re: Luck Hat (new hat)
Post by: ARTgames on December 28, 2009, 06:52:47 PM
Quote from: jojotellier on December 28, 2009, 06:22:17 PM
i maked the sprite and the result you will see (http://img94.imageshack.us/img94/1535/luckyhat.png)
not bad at all. i like it
Title: Re: Luck Hat (new hat)
Post by: Lingus on December 28, 2009, 08:02:43 PM
Quote from: Cactuscat222 on December 28, 2009, 06:17:07 PM
Quote from: NotoriousM4^ on December 28, 2009, 06:13:15 PM
Or rather than increasing the chance of dropping something, it could lessen the amount of damage/hp deducted to reach the threshold of a monster.

I thought about that too, but realized that wouldn't help much. As far as I know, getting to the damage threshold is easy. The only instance this would be useful was for a SG or DS or Snowman, and its almost dead, so you want your hits up fast. However, you wouldn't know.
I agree here. I also thought of that, and then realized pretty much the same thing. It would be beneficial for people with low str/damage because it is harder for them to reach threshhold on normal monsters or to even get a decent percentage on a boss. But for people with higher str/damage it won't help as much if at all. If they reach threshhold on a normal monster pretty much all the time then it won't be of any use to them.

Quote from: Cactuscat222 on December 28, 2009, 06:10:18 PM
I completely forgot about damage threshold.

I agree with you guys, Lingus and ART, about the way it should be calculated, based on number of hits/damage progressively. Now, taking the damage threshold into account, I'm thinking that might make it easier to calculate that?
Well, the calculation won't be really hard at all. It actually adds a level of complexity to consider the damage threshhold. Not really much more complicated, but still. It doesn't make it easier though. But basically, you take the total damage dealt to the monster, you take the total with the luck hat on, and get the percentage of total damage (in my example, you did 50 damage with the hat and 150 without giving you a 25% bonus). Take that bonus and multiply it by whatever multiplier is decided on. In other words, how much does the luck hat increase your drop rate if you used it for 100% of the damage you dealt. In my example it increases it by 100% or 2x. But that's just an example. You could have it 75% or 1.5x. At that rate your 25% would end up giving you 18.75% bonus. Meaning if the drop rate on an item is 10%, you would get 11.875%.

So here's what you're looking at:

Your Drop Rate + (((Damage with Hat / Total Damage Dealt) x Hat Multiplier) x Your Drop Rate)
10 + (((50 / 200) x 0.75) x 10)

In that equation "Your Drop Rate" is the drop rate of the item after considering for threshhold. If you did less damage than the threshhold, you just take whatever percentage of the threshhold you did. So if it's 400, and you did 200, you get 50%. That makes "Your Drop Rate" = 10 x 0.50 = 5. Basically, same as before you're just tacking on that bonus from the hat.

The major problem with this is that hits are not tracked this way as far as I'm aware. I'm not sure how it's done specifically, but I would think it would require a significant change in how hits on monsters are tracked. So it kind of kills my idea in that case... But for SO3 it might be cool.
Title: Re: Luck Hat (new hat)
Post by: Jezza on January 06, 2010, 12:13:34 PM
well its ok if it don't really have any stats effects if u have descent stats  because u wouldn't probably die with good stats strait away, i spouse it all so matter's what weapon u have when attacking a monster, for one GS dose some damage so u can still kill a monster for a fair phew secs, i for 1 still kill skeletons without a hat so theres really no difference


edit: fixed a sentece my bad =\
Title: Re: Luck Hat (new hat)
Post by: Jezza on January 10, 2010, 09:30:37 PM
oh shit sorry for my grammar there,  i think it was like 4 am or something i cant even remember sorry



my bad





probly drunk not sure :\
Title: Re: Luck Hat (new hat)
Post by: CherryPie on January 11, 2010, 02:56:18 PM
If it increases only the amount of money you get and not the drop chances I am totally up for such a hat.
I guess meiun tries to give money a bigger role in SO3 (I really hope he does).
Title: Re: Luck Hat (new hat)
Post by: Snakeman on January 11, 2010, 06:48:18 PM
Quote from: foG on December 28, 2009, 03:42:14 PM
Is this because of someone spreading the rumor shady hat increased one's drop chance by 3%? :D

The shady hat also adds 10 to all your stats, and makes your exp go up twice as fast. That is why it is the best hat, and why Shady Gang still reigns as the best clan. B)
Title: Re: Luck Hat (new hat)
Post by: ARTgames on January 11, 2010, 07:06:24 PM
Quote from: NotoriousM4^ on December 28, 2009, 06:13:15 PM
Or rather than increasing the chance of dropping something, it could lessen the amount of damage/hp deducted to reach the threshold of a monster.

That does not make people luckier. It makes them lazier. :P
Title: Re: Luck Hat (new hat)
Post by: Manzy on January 11, 2010, 11:07:29 PM
Quote from: CherryPie on January 11, 2010, 02:56:18 PM
I guess meiun tries to give money a bigger role in SO3 (I really hope he does).

I agree. Money is basically useless for the higher levels. I would not mind seeing money be an major aset in SO3 (or at east more useful).