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Random Drop: Difference between revisions

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A gameplay mechanic used principally to give a sense of reward to the players by assigning enemies a list of items you might gain if you defeat them. These items are called "drops" because the foe drops them when they die, and there's a probability table assigned to each item the enemy can drop--"Okay, 30% of the time you get a Potion, 5% you get a Red Shield, and 3% you get Cod Liver Oil"--which is where the "random" comes in.
 
If a drop is especially rare, it goes under the [[Sub -Trope]] [[Rare Random Drop]].
 
This often results in [[Impossible Item Drop]] and [[Organ Drops]]. Relative of the [[Luck -Based Mission]]. See also [[Money Spider]] and [[Exclusive Enemy Equipment]]. When combined with [[Hundred -Percent Completion]], you could end up with [[Fake Longevity]].
{{examples}}
 
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** The game eventually [[Lampshaded]] this with one of many items that drop irregularly from a specific group of mobs. "Surely enough, not every one of them is wearing one. Cowards!"
** Another special case are drops from bosses that can only be encountered during an ingame holiday with a low drop rate. Not as bad as the above examples but the limit on the boss itself cranks it up considerably.
*** Two particularly aggravating examples are the Hallowed Helm hat and Sinister Squashling pet, two rare drops from the Hallow's End event. The items have three sources: the event's Headless Horseman boss with a 7% chance each, from a daily quest during the event with a 1.7% chance, and from an hourly repeatable interaction with any innkeeper for a 1.3% chance. Why is this example particularly bad? Because acquiring ''both'' items is requisite for the achievement "Sinister Calling," which is in turn requisite for the holiday's meta-achievement, which is in turn requisite for the meta-achievement "What a Long, Strange Trip It's Been" which requires a year, minimum, to complete anyway, turning an already arduous task into a [[Luck -Based Mission]].
** Blizzard likes [[Randomly Drops]] so much that they were included in the [[Trading Card Game]]. The so called loot cards have codes that can be used ingame to acquire one of several special items, although most of them are pure flavor.
** Farming for dragon whelps. At a 0.1% drop rate off only certain monsters (some of which share spawn points with monsters that don't drop the whelps), it can be painfully boring.
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* In ''[[Warhammer Online|Warhammer: Age of Reckoning]]'', although there are still random drops, when you get a quest to get, let's say, 10 wolf eyes, at least the game have the decency to give two eyes to most wolves, and no quest has a <1 drop ratio. You also get fairly good items from influence and even better ones for cheap if you have renown, so the rare-drop ones aren't all that needed.
* ''[[Gaia Online|zOMG!]]'' loves random drops. Your basic things like gold, loot, Power Ups, and the occasional [[Item Crafting|recipe]] drop. However, there are several more unorthodox examples. Charge Orbs (the games version of experience points) are a random drop as well (though quests always drop them). Rings (which represent skills) are also random drops. Thus, your progress through the game is ''reliant'' on random drops. You can, in theory, buy high leveled rings from the marketplace to max your charge level. However your drop rate is affected by your charge level. The higher your charge level in relation to the monster your fighting (represented by a color system), the lower your drop rate.
** This is complicated by the fact that certain quests (most notably the Totem Collection quest at the Otami Ruins) ask you for specific loot items, which you ''have'' to get through a random drop. Buying and trading them doesn't work. Complicating things further, drops are automatically rewarded to players to prevent fighting. Thus, drops cannot be delegated based on who needs them for quests, making this pretty much a [[Luck -Based Mission]]. (Luckily, [[Luck Stat|luck is a stat, albeit an invisible one]]).
*** And finally, by crewing with someone radically more powerful you actually hurt your drop rate by a significant amount. Trust me, [[Surprise Difficulty|this game is harder than it looks.]]
** On the main site itself, there's Chance Items that, when opened, can net the user anywhere from cheap commons to rare, exclusive items that usually go for millions on the market. The rarest of these items is almost always a cute animal companion for your avatar.
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** If you're planning on time-attacking, raising your base drop rate is [[Blessed With Suck|a very bad idea]]; instead of finishing the battle once you deplete the enemy's HP, you have to wait for your dropped items to spiral around your characters and get collected.
* While not technically drops, ''[[Yume Nikki]]'' has random events throughout the game with varying percentages of encountering. In the case of the [[Nightmare Fuel|infamous]] Uboa event, the randomness of it actually heightens the suspense and makes it more terrifying when it appears.
* In ''[[Megaman Battle Network]]'', many of the games require you to have used each [[Wave Motion Gun|Program Advance]] at least once for [[Hundred -Percent Completion]]. The problem? Doing so requires you to have exactly the right chips to form it in the exactly right code, which can usually only be obtained from random encounters, or if you're ''really'' a masochist, spending a couple hours at the chip traders. Even if you have the right chip and have [[Guide Dang It|figured out the Advance]], the odds are pretty good that the chip you have is the wrong code, and many of the codes you need for them are the ones that are only dropped at a particular busting level by a particular enemy in a particular location, who generally appears together with other enemies that drop things you don't want.
** This is especially annoying in ''Battle Network 4'', where you're forced to bump up the difficulty level which in turn levels up the enemies. Good luck getting the Level 2 Chips once you hit difficulty level 3, they're reduced to rare encounters and only in one or two locations.
** And then there's the Battle Mystery Data, items that appear on one panel and have 1 HP, and it must survive to get the item. Most of the time, these are placed in such a way that you must risk either the data or damage to make sure it survives. Then there's ShadeMan Omega's EvilChip, which can get randomly destroyed if the bat he turns into after any 10 HP or higher attack goes in that row - or you destroy it with a missed shot. At least LaserMan Omega keeps his attacks toward you.
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[[Category:Video Game Items and Inventory]]
[[Category:Random Drop]]
[[Category:Trope]]
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