TFT - A workaround for the randomness in Item drop rate.

Adormas·7/19/2019, 3:56:33 PM·1 votes·1,384 views

Let me begin by saying that I'm having a good time playing TFT. However I played in ranked queue and it dawned to me that this cannot be a competitive mode with the current RNG involved with the item drop rate. The cards themselves offer a random element, which should be enough. Theres no need for items to be RNG too (In fact its utterly unfair - Imagine if your deck was only 3 cards some rounds while everyone else had 6!)

I was thinking of a way for itemization to express skill and strategy, rather than - oh I got two shojins coming out of minions round and now my 1* varus can pretty much burst anything till round 5 - 6 (this legit happened to me... it felt disgusting - not great). This isn't skill expression or decision making, its sheer dumb luck.

So here's what I had in mind:

What if the minions dropped a separate currency that could only be spent in an item shop? That way thers some strategy in what you spend this currency on, depending on your team comp. This also creates a link between SR and The Convergence.

Items (and you can only buy components, not completed items) can cost different values depending on how powerful/popular they are (everyone wants that recurve bow...), and spatulas can cost an exorbitant amount.

But here's the catch - the shop is only accessible during the carousel round! So once you're done picking your free item, you'll be fervently making plans on how to spend your precious few item-coins. It adds another layer to the carousel round (although I admit, I dislike carousel rounds).

3 Comments

Elite4Runner7/19/2019, 4:10:22 PM2 votes

Just give players the option to buy a random component item with 10 or even 20 gold. But keep it random!

Also, allow players to sell component items for something like 5 gold. Completed items could be 10 gold. Generally, players shouldn't want to sell items unless they just need that gold spike., or if they just don't see a good way to fit that item into their comp.

Lastly, allow players to sacrifice two component items or one completed item for a random component item.

All of this increases interactivity and decision making skills, while maintaining the risk / reward aspect that comes from RNG, which is a major component of the game.

Something to remember though, the champion cards are not entirely random. There are only so many of each champion in the 'deck' so by being aware of how many of that champion is taken by other players, you can determine the 'odds' of drawing that champion card.

Perhaps some similar aspect should be considered for the amount of component items available.