What if the special boss drops, instead of being random, cycled? So all that would need to be done would be to note the last item that dropped for that user, and give them the next one in line. It would only be random the very first time.
Squid said
My one hesitation for boss drop pity is that the system does not know what is a "valuable" boss drop as all of the boss drops are implemented as equal odds.
Given the future volume of adventuring locations and potentially community "favorite" items, it would not scale very well if I needed to hand code specific item exceptions in for every new location. I have been really careful to build adventuring so that all new locations are front end work only with no coding necessary and I'd like to make sure it stays like that.
To scale this more broadly, would then every boss drop need pity? And if so, would I then need to log when you last received dozens of unique boss drop items?
It is just very technically messy to do. Possible, sure, but not very long-term streamlined. Especially given that some locations may not have any "favorite" items while others have multiple.
This makes a lot of sense, and I hope my suggestion might simplify it, because it will continue to treat all boss drops equally, and require no special coding for any particular one beyond that it would be cycling instead of random.
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An entirely separate idea for this: in order to equate/somewhat equalize the values of the drops, you could create a system where users could turn in any N of the items, perhaps a limited number of times per day, for their choice of the items.
I'd envision it this way. Each of the drops, optionally, can be exchanged for a new item, a Heart of the Woods token (or similar token for whichever adventure location). This could then be redeemed by turning in 20 of them, once a day (or whatever number of tokens/times per day you set) for a *choice* of the prizes.