What happens to salvage/recipe if inventory is full? (Team)


Diggis

 

Posted

Two players are doing a mission together. One is PlayerA the other is PlayerB

A purple Hecatomb pattern drops, and it goes to PlayerB

But what if PlayerB's recipe inventory happened to have been full? What then?

1) It goes to PlayerA since PlayerA has room in his inventory?

2) The pattern is simply "deleted" since there wasn't room in PlayerB's inventory?

3) Other answer?

Common sense tells me 1) is or should be the correct answer. But as we know, things don't always happen or pan out that way

I imagine this is something only a Dev can give an accurate answer to, but if anyone happens to know, please respond. Thanks in advance


 

Posted

far as I know if someone who's supposed to get a drop has a full inventory it just goes *poof*.


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Posted

Quote:
Originally Posted by chriz2ferx View Post
. . . A purple Hecatomb pattern drops, and it goes to PlayerB
Step one here is where your problem occurs.
  • You are assuming that as a team plays, that the game constantly does random rolls to test whether an item appears.
  • Making that assumption, you think the game then needs to figure out what to do with that item which appears.

Instead, what is happening, is that
  • as a team plays, there are constant random rolls for each player for whether an item could appear in that players inventory.
  • IF the roll allows that something could appear in the players inventory, but the inventory is full, then the appearance of that item just does not happen.
  • Even though the possibility level is reached, the item never appears, because there is no slot for the item to appear in.


An item does not appear to the group.
The threshold for the possibility of an item to appear to a player occurs.
If that player has room for that item, the possibility becomes reality.


.


 

Posted

I run my RL friend / roommate through farm missions occasionally. I let him afk at the door and the only condition is he has to give me all purple recipes and respec recipes he gets

So that's where my question kicked in. From what I am reading, I need to require him to delete his crap drops regularly, else I am potentially screwed out of good drops


 

Posted

Quote:
So that's where my question kicks in. If his salvage and recipe inventories are full, am I potentially screwed out of salvage and patterns?
You're only "screwed" out of drops that your friend could have gotten if his inventory is full. If he's full, anything that is rolled off the charts for his toon isn't awarded and disappears.


You don't need a Dev post or Wiki link to demonstrate what we already know. What stever posted is pretty much how it works. As for having your friend clear out his inventory when its full, by all means have him delete crap if you're in the middle of a run or have him run to the nearest NPC store to sell said crap.


 

Posted

I've always assumed, but never tested, that a critter has one "chance" to drop each type of thing and the potential drop goes to a random party member.

Stever's description makes it sound like one Hellion could drop eight inspirations (or eight recipes or whatever), one on each member of the team.

It's been confirmed that you can defeat one enemy and get "one of everything"- I think someone got one base salvage, one invention salvage, one inspiration, one recipe and one store enhancement from one defeat, and took a screenie.


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Posted

Quote:
It's been confirmed that you can defeat one enemy and get "one of everything"- I think someone got one base salvage, one invention salvage, one inspiration, one recipe and one store enhancement from one defeat, and took a screenie.
Not surprising there. I can't say I've ever had the "one of everything" drop, but I've regularly gotten multiple drops from a single mob. I don't know if what's on Test right now will continue on live, but a couple of times over there I've gotten both a generic IO recipe and a Temp Power recipe from a single mob, once with an Inspiration tossed in as well.


 

Posted

When researching drop mechanics its often very easy to draw incorrect conclusions

For a short time I was under the impression if you were in a full team of eight, and defeated one foe, the game would "roll" once per player for recipes, so eight times. I have since concluded that is not the case, and the game actually only rolls once, and if a recipe is generated, the recipe is given to a random team member. At least that is my conclusion. If I am wrong please correct me

Possible suggestion to the devs: If a recipe drops in a team, consider possibly making the game only distribute the recipe to someone who actually has room for it. Being completely deleted instead of going to someone with room in their inventory doesn't sound very right


 

Posted

Quote:
Originally Posted by chriz2ferx View Post
I have since concluded that is not the case, and the game actually only rolls once, and if a recipe is generated, the recipe is given to a random team member. At least that is my conclusion. If I am wrong please correct me
Sounds right to me. stever's description is.... either wrong or poorly phrased. Leaning toward 'wrong'. They're called 'drops' because the enemies drop them. Defeating an enemy is what triggers the random rolls and it is per enemy, not per player.

If you defeat an enemy of high enough level, there is a chance for the enemy to drop a purple. This roll is PER ENEMY. If the roll is made, it is determined randomly who gets the drop.


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Posted

Quote:
Originally Posted by chriz2ferx View Post
For a short time I was under the impression if you were in a full team of eight, and defeated one foe, the game would "roll" once per player for recipes, so eight times. I have since concluded that is not the case, and the game actually only rolls once, and if a recipe is generated, the recipe is given to a random team member. At least that is my conclusion. If I am wrong please correct me
As far as I have ever determined, you are correct in general. There are some caveats.

First, the same critter can drop recipes from different pools - an IO recipe and a costume recipe, for example. Each pool appears to have its own check to see if it's dropped, and one for who it will be dispersed to. This means defeating something could give one person the IO and another the costume, if it dropped both. I don't know if we know what pool "Boss pool C" drops are in; if they are not part of pool A, then it may be possible for a boss to drop both at the same time. I've never heard of it, but if it were possible it would also be quite low probability, and there aren't that many places where we can mow down a lot of bosses who can drop recipes.

There are certain foes who definitely drop things in a "per player" way for certain drop tables. As For example, Devouring Earth Monsters (like those in the Hive and Abyss) can drop an inspiration on anyone who damaged them. Rikti who appear at RWZ ship raids will "drop" Vanguard merits on anyone who damaged them. (We don't often think of them that way, but Vanguard Merits and AE tickets are drops too.) I haven't tested it specifically, but I'm pretty certain that Hamidon's Mitochondria can drop salvage on multiple people, as there are only 54 of them for a whole raid, but 40-odd people will get around 10 salvage per raid, and that's including the fact that not everyone attacks all the mitos.


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American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
There are certain foes who definitely drop things in a "per player" way for certain drop tables. As For example, Devouring Earth Monsters (like those in the Hive and Abyss) can drop an inspiration on anyone who damaged them. Rikti who appear at RWZ ship raids will "drop" Vanguard merits on anyone who damaged them. (We don't often think of them that way, but Vanguard Merits and AE tickets are drops too.) I haven't tested it specifically, but I'm pretty certain that Hamidon's Mitochondria can drop salvage on multiple people, as there are only 54 of them for a whole raid, but 40-odd people will get around 10 salvage per raid, and that's including the fact that not everyone attacks all the mitos.
Just a query on this... if I have a team mate who damages them do I still qualify for a drop even if I didn't personally hit them? Normal teaming would indicate yes, but wondering if it's different for these?


 

Posted

Doesn't matter whether it's a teammate, as long as you get some credit for the kill.


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Posted

I'm seeing different answers here:

1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.

2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.

Which is it? Has there ever been a red name confirmation on this?


@Rylas

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Posted

Quote:
Originally Posted by Rylas View Post
I'm seeing different answers here:

1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.

2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.

Which is it? Has there ever been a red name confirmation on this?
No confirmation that I know of but as I often dual box I can tell you I have never gotten 2 of any drop type on my characters from a single kill. Also back in the people looking for level 46s to bridge I think we would have filled up a lot faster if that could happen.

I figure it makes far more sense for the drops to work one of these two ways:
1. Randomly roll for each drop type, randomly drop on a team character (goes to limbo if recipient has no room).
2. Randomly roll for each drop type, select eligible recipients from team and randomly choose one

I lean towards #1.


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Posted

Tangent question: Ambrosia

I have heard it said that Ambrosia ONLY has a chance to drop for the team mate who had the kill shot on the Greater Devourers on the bridges at the acid lake. From my experience, the occasions I'ved focused on picking off the riff raff instead of the GDs, I'd get no Ambrosia drops even while dropping AOEs at the GD's vicinity constantly.


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Posted

Quote:
Originally Posted by SerialBeggar View Post
Tangent question: Ambrosia

I have heard it said that Ambrosia ONLY has a chance to drop for the team mate who had the kill shot on the Greater Devourers on the bridges at the acid lake. From my experience, the occasions I'ved focused on picking off the riff raff instead of the GDs, I'd get no Ambrosia drops even while dropping AOEs at the GD's vicinity constantly.
I did a quick search of my logs, though I haven't run Eden as much as I used to. It shows 11 ambrosia drops in the past few months and each drop is preceded by "You have defeated Greater Devoured". On the other hand, each killing blow by me of a GD does not precipitate an Ambrosia drop, so it's not a 100% chance of a drop.


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Posted

Quote:
Originally Posted by Rylas View Post
I'm seeing different answers here:

1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.

2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.

Which is it? Has there ever been a red name confirmation on this?
The second one. I don't know if there has ever been redname confirmation since we probably never asked. Anyone with enough experience (and who is paying attention) can see for themselves how it works.


Quote:
Originally Posted by SerialBeggar View Post
Tangent question: Ambrosia

I have heard it said that Ambrosia ONLY has a chance to drop for the team mate who had the kill shot on the Greater Devourers on the bridges at the acid lake.
I believe this to be correct. I've done the Eden trial a lot and I have only ever gotten an Ambrosia after landing a killing blow. Since we're talking about a binary result with a data collection in the high hundreds (if not over a thousand), I'm pretty confident about that conclusion.


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Posted

Quote:
Originally Posted by SerialBeggar View Post
Tangent question: Ambrosia

I have heard it said that Ambrosia ONLY has a chance to drop for the team mate who had the kill shot on the Greater Devourers on the bridges at the acid lake. From my experience, the occasions I'ved focused on picking off the riff raff instead of the GDs, I'd get no Ambrosia drops even while dropping AOEs at the GD's vicinity constantly.
I have unquestionably received ambrosia for things I did not defeat. I cannot say for certain if I have ever received ambrosia for things that I did not damage, but I assume that you only need a teammate to damage them, since this is common behavior for other drop types.


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American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Rylas View Post
I'm seeing different answers here:

1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.

2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.

Which is it? Has there ever been a red name confirmation on this?
It is absolutely not #1.

I don't think we've ever had redname confirmation, but I know I've never worried about that, because it was clear enough to me how it worked.

Now, I have a vague interest in things like "does it choose what to drop before it decides who gets it" or "how do drop pool mapping to critter types actually work", but most of that is either purely academic or only mildly interesting.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Rylas View Post
I'm seeing different answers here:

1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.

2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.

Which is it? Has there ever been a red name confirmation on this?
Actually you're misreading the answers you've been getting. I haven't seen anyone reliable suggesting the game gives a chance for 8 drops per foe. What I have seen is people not sure if the recipient of the drop is determined before or after the existence of the drop. And people not sure if a full inventory in a group causes a failed drop or causes the drops to congregate to the team members with inventory space to spare.

This seems stupidly easy to test by anyone who can dual box and farm.

Trial 1:
Two characters participate: One door sitter with full inventory, one farmer with empty inventory. Clear two farm maps. Note inventory on farmer.

Trial 2:
Two characters participate: One door sitter with empty inventory, one farmer with empty inventory. Clear two farm maps. Note inventory on farmer.

You should have a very substantial difference if the game consolidates drops. You should have only a difference equal to random number fluxuation if it does not consolidate drops.

Either way, 4 runs should be enough to give an answer.


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