Closed FunkFrog closed 3 years ago
Set it to force a roll every time the counter hits 4 instead of always with player count, will adjust as testing group gives feedback
Hi, I found this problem as well. I suspect that the fact that individual kills have varying drop chances causes this problem, perhaps amplified by the Artifact of Soul that causes the blue (0% droprate) wisps to spawn.
Perhaps applying a postfix patch to RoR2.Util.GetExpAdjustedDropChancePercent
and dividing the chance by player count would work better?
I was looking into that as well, I wanted to see how locking it to 4 players felt first as I haven’t heard any complains about the sacrifice drop chance with vanilla player counts.
Personally I tried turning off the Sacrifice fix and ended up with too many items, if I understand correctly that is what you are referring to. This was on a two-player run, in which case I can't imagine how bad four players would be.
Yep, that’s the point of the fix.
Maybe I'll add a floor or something?