New item drop system suggestion

SayChoy·7/15/2019, 7:28:02 AM·3 votes·2,215 views

I feel like the lack of consistency for item drops makes it very aggravating to play TFT like if you get no items and go against someone with 2 full items. I think a solution to fix this is to give a special currency to buy items but to keep some of the RNG aspects the items are from a limited pool. This would let you choose to save you currency to buy from later creep rounds or spend it that round. This would make it so everyone has the same amount of items unless they kill fewer minions or lose to the creep round.

An example of this would be if melee and ranged minions dropped 1 item currency. So in the first 3 rounds, you get 9 item currency. Let's say items cost 3 item currency and you get to pick from 5 items each creep round (balanceable).

Having this kind of consistency can allow players to choose if they want to power the team up before a fight to gain all the currency or maybe someone is just 1 item currency off so they don't upgrade their team to econ more gold.

As an example we could have: Minions- 1 item currency Krugs- 2 item currency Greater Murk Wolf- 2 item currency Murk Wolf- 1 item currency Crimson Raptor- 2 item currency Raptor- 1 item currency This would let you get 3 items in the first 3 rounds 2 items when fighting wolves 2 items when fighting raptors plus any carrousel items

5 Comments

Porglit7/15/2019, 12:00:47 PM1 votes

You have to keep in mind that items are not supposed to be plannable. The RNG of which items you get keeps you on yours toes, and makes you have to adjust what you're doing based on new information (The RNG for how MANY you get is awful). If you made a shop where you can always buy what you want, it takes the element of thinking on your feet entirely away, and you're left with planned tactics, rather than having to adjust.

anjogrTest7/15/2019, 4:11:33 PM1 votes

There is nothing wrong with the existence of an RNG for items. It is just improperly tuned and dominates the RNG for champs right now. Also, there is a sleeper RNG factor: who matches against who? This also probably matters more than the average 5 champ pool roll.

In general, creating currencies means you have to think about exchange rates between it and anything else of value in the economy, which is a hard problem, even for economists, let alone computer scientists. It would make more sense to consolidate currencies by being able to sell item components and buy random ones than to introduce yet another currency (we already have items, champs, gold, and xp).