Please stop using relative probabilities in your descriptions

If something has a 1% chance to drop and you offer a boost to it please tell the player that the boost increases the odds to 2% instead of saying that it is a 100% boost. Yes, it gives away the base odds, no, that’s not a bad thing. Giving players the realizable odds gives them a method to plan their adventures as they see fit.

28 Likes

I kinda agree on that one ;o

2 Likes

Well I think its just tool tip QoL. I agree with you that it should be base and not the increase %. It can be misleading for some.

However, if its a global % increase its still better to use 100%.

3 Likes

In the case of a global increase I would prefer the use of the applicable term, i.e. “Double” > 100% or “Triple” > 200%. Only because it’s very clear. But that’s just a preference.

4 Likes

Yeah, it would be a good tool tip. It would just be challenging to apply something that is global.

But works like double and tripple could definitely be better descriptive words.

Not surprised that they would choose to use a misleading statistic

3 Likes

They can’t do that because they never tell what is the actual drop rate of anything. Doubled is just as meaningless as 100%.

2 Likes

Its not misleading at all. 100% of 1% is 2%.

Could be a QoL tooltip. Tho tbh it doesnt matter. Ppl still going to kill the same demons.

1 Like

What word you use to describe it then? I guess misleading is not correct since it is factual, but they elected to say “100%” vs “from 1% to 2%”–that was a conscious choice. I would say a 100% increase if i wanted to make something sound REALLY good even though the actual effect of that something is miniscule

1 Like

As long as we’re being precise, lets stop conflating probabilities with odds, which are not the same.

2 Likes

It is a marketing gimmick as old as the first time someone tried to sell something. The whole game is a marketing and sales gimmick. They are counting on the fact you see it as face value and not what it really is and won’t take the time to figure it out. They give you these forums to vent and complain so you will be distracted from doing the research and make you easy to ignore.

In their minds its Caveat Emptor.

Using “100%” is precise. Theres nothing to complain about here.

1 Like

remember this?
Season 7 New Forgotten Altar spawn rate increased by 20%!!!

5%–>6%

OMGWTFLOL.

4 Likes

Yeah, thats why i agree with this post

I mean, what is so hard to say the % has been changed from 5% to 6% , its a minor tweak, but at least it is as it appears

4 Likes

is a way to manipulate people so that they feel they have a whole new 20% solid chance, which is a solid 1 success in every 5 attempts.

1 Like

Yeah, but is it something done with ill-intent, or just a thoughless thing that happened, its hard ro really know to be honest…

There could be intents, but thats really hard to prove :smiley:

2 Likes

only courtroom needs proof.

Not entirely related but my favorite one is “periodically” when describing how often a skill/aspect triggers.

My fav is “adjusted” when decreasing/reducing drop rates, damage.

Not just this, we have no idea (based on ingame tooltips), which dmg is additive and which one is multiplicative. Would be nice if they remove the latter altogether and tweak the difficulty after that, so they could start balancing, because multiplicative on multiplicative is impossible to balance.