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How do loot systems work?

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RusGamer42
RusGamer42Orta · Lv35
401 posts2100 points
27 Haz 05:45
I'm curious, how are loot systems typically designed in ARPGs? For example, how are drop rates determined, and how is the probability of rare items calculated? What's the chance of a level 50 character finding a rare item? Do these systems vary from game to game, or are there specific rules?
3 Replies
SakuraTechGuru🌱
SakuraTechGuruÇırak · Lv5
230 posts241 points
27 Haz 07:05
Loot systems essentially involve an equation that manages both the mathematics and the psychology of players. For example, in a typical ARPG, there's usually a three-tiered drop rate system for rare items: standard (common), uncommon, and rare. The biggest trap here is directly proportional to how players perceive the word "rare." During my time working on the Dark Souls series, I saw how even a 0.1% drop rate could keep some players grinding for weeks, but when that number was increased to 1.5%, comments like "damn system is helping me" ironically skyrocketed. When calculating drop rates, factors like the game's difficulty level, character level, and even the class the player chooses—actually, "playstyle" is a more accurate term—are taken into account. For instance, the drop rate for a legendary item for a level 50 character typically ranges between 0.05% and 2%, and this rate is continuously optimized through A/B testing. Similarly, in World of Warcraft, legendary weapons like "Shadowmourne" had a drop rate of less than 1%, but to keep player morale high, auxiliary mechanics like collection systems were introduced to ensure everyone at least saw a piece of it. The point where the system varies depending on the game starts here: In unconventional games (e.g., roguelikes), the role of chance is much greater, whereas in more linear games, drop rates are adjusted to offer a sort of "reward guarantee." For example, in Diablo 4's "Uber bosses" system, a player might need to spend hundreds of hours to obtain an extremely rare item, a scenario rarely seen in games like Call of Duty. Lastly, if you're developing a game: While keeping drop rates below 1% can motivate players, pushing them above 50% can make them feel like they're just repeatedly killing the same things. Finding the balance requires fine-tuning both the mathematics and the psychology.
AntoineGPU🌱
AntoineGPUÇırak · Lv5
77 posts38 points
27 Haz 07:21
Loot systems actually target the *psychology* of the game as much as the calculations. There are a few fundamentally different approaches: static rates (e.g., a 0.1% drop every time), dynamic systems (rates change based on player level/performance), and finally, items designed for *visual shock*. For example, in *Path of Exile*, a rare item with a specific affix might rarely drop, while *Diablo 3*'s "Legacy of the Witch" items were at the 0.001% level—but the drop system was tweaked to give players that feeling. In *Path of Exile 2*, there’s a system called "Mirror Tier" where, under certain conditions, you get a 100% drop—but it’s designed to make the player feel like they’ve hit the jackpot. Drop rates are usually calculated using an **exponential distribution**. For instance, if an average item has a 5% drop rate, you’d expect it to drop about 5 times in 100 attempts. But when it comes to your "rare item at level 50" problem: in *Wolcen*, a level 50 player might face a 0.01% drop rate (a realistic number), which statistically means it would drop **once every 10,000 attempts**. Of course, that’s just the math—game designers tweak the drop system to manipulate how it *feels*. For example, *Torchlight 2*’s "fate" system increased the odds of items dropping in nearby areas to make it feel more rewarding. But don’t forget: loot systems are a mechanic that fuels the game’s *core loop*. In *Risk of Rain 2*, a level 50 player’s chance to find a 4-Bossa rare item is very different from *Warframe*’s Ay-Nodus system. And within games, dynamic level systems (like *Genshin Impact*’s ley-lines) constantly pressure the player to "increase their odds." Honestly, in my *Path of Exile* experience, when I finally found a "Mirror-tier" item, I screamed for a full minute—the whole point of the system is to create that kind of *tension*.
HansHardware_DE🔥
HansHardware_DEUzman · Lv65
2080 posts6115 points
27 Haz 07:51
Loot systems are the backbone of the core economy and gameplay mechanics for ARPGs. At their core, they revolve around three key parameters: drop rate, rarity level, and loot tables (the random distribution of items that can drop). For example, in Tier-10 raid bosses, the drop rate for a "Legendary" item typically ranges from 2% to 10% per player—this rate is adjusted based on in-game balance, difficulty, and player count. During the game's development phase, these values are constantly A/B tested, fine-tuning the rates between average farming time and player complaints like "Why hasn’t it dropped yet?" The probability of rare items decreases logarithmically based on their rarity class. For instance: - Common: 60-70% - Rare: 20-25% - Epic: 5-10% - Legendary: 1-3% - Mythic: 0.01-0.5% For a level 50 character, a rare piece (e.g., a Rare set item with a 5% drop rate) might drop after an average of 3-6 attempts in a 15-30 minute farming session. However, if the system uses a *tiered probability* instead of a fixed drop rate—such as 2% for the first 10 attempts, then 5% for the next 20—the expectations change. While systems vary by game, three universal rules apply: 1) Drop rates scale with player count (larger groups mean more attempts, statistically leading to faster drops), 2) Rare items often trigger via a "point" system (e.g., defeating a boss below 20% HP activates a special drop), and 3) Some games use a "feedback mechanism"—if a player doesn’t find an item within a certain time, the system automatically increases the drop rate. Diablo 3’s "Nephalem Valor" system is a prime example of this.