@candlesan01: Making an RPG with Loot? Let me save you some time. A good loot drop systems gives you control over what can drop when, how often, and from who. You need the specify a massive amount of data without losing track of anything, and without the balance of your game drifting over time. Here are 4 iterations on a loot drop system with technical details. #gamedesign
Literally saved this and am now back now that I'm working on loot tables in my game
2026-10-22 07:12:06
0
AI :
Its 50/50, either my item drops or it doesnt
2026-10-12 21:37:57
3413
Malik Marbles :
thank you, I will inform this to my claude
2026-10-13 01:48:25
949
Nico_isst :
Unpopular opinion: The loot system isnt as great as it seems. Having legendary items which have by far better stats than all the other items, makes them useless in an instant. So in a game where looting is the main thing to do, it becomes a nuisance once you get "the best item"
2026-10-21 05:21:41
0
3.14sti :
This tiktok is a goldmine
2026-10-12 19:16:04
828
Sacha Benamar :
Insane content man. Feels like I’m listening to mortdog but in a different field
2026-10-12 19:05:41
1755
Nathaniel Walker :
Did someone say [Thunderfury, Blessed Blade of the Windspeaker]?
2026-10-12 19:15:01
329
TheStickWielder :
Interesting
2026-10-20 20:01:37
0
JoeyJoeyJoseph :
used to be a game dev. our economy was so jacked, and I didn't have much control over the item tables. I used to pull up players with bad drops, go into their live game, and then place better items for them to grab. I would do this well after working hours in an attempt to make players happy. we eventually got it fixed.
2026-10-12 19:45:21
687
staerzzzz :
saving this except i wont ever use it
2026-10-20 23:25:34
0
Saad Ali Shah :
Monitization tips with ads?
2026-10-21 16:38:13
0
Magnum Meerkat :
There's so many things that go into developing a game I never thought of
2026-10-12 22:18:52
142
zenvyra :
Do I have any intent on building a video game? Nope! Did I watch the video intently and think to myself and agree that your proposed solutions for loot dropping? Sure did! 🤣
2026-10-12 21:45:50
63
Omnipresence88 :
Cascading might keep the drop rates consistent but the probability for each bucket actually decreases as it goes down the cascade. For example, if the first bucket was 2% and the second was 10%, the second bucket is 10% of 98% of the population after the first bucket. So it's actually a 9.8% probability of being triggered.
2026-10-13 01:43:59
101
dieu_ragebait :
roll the rarity first, then the item
2026-10-13 00:38:22
11
m :
who in the WORLD would design a system with multiple duplicate table entries to represent drop rates
2026-10-12 20:37:17
9
Breakerfaith :
By doing your last one, aren’t you increasing the compute budget? Each roll is more compute isn’t it? So instead of a set amount of compute per item roll you would have to budget for a variable amount.
2026-10-13 05:12:53
6
yametekure :
I'm not even a programmer but it's ultra interesting
2026-10-12 21:59:57
16
Dogsoldier57 :
Most games get it wrong at the highest end game tiers though. Beating the top 1% content shouldn't reward junk
2026-10-13 08:55:12
10
Hima :
is rarity a new verity
2026-10-13 06:17:24
57
shefoo Arafat :
soft pity even at large numbers counted toward an account is really something important if something has a drop chance of %1 and you fail to get it in example, 500 runs, you would start to have an increasing chance or a %100 chance of getting it next run. a pity helps players not quit because of the bad RNG 🥲
2026-10-13 05:15:47
5
Ftg_neo :
This is the Diablo mobile game meme guy isn’t it?
2026-10-13 00:14:06
108
Beautimus The Banished :
Love these video + account and am very interested in game design as a hobby. Where could I get more stuff like this?
2026-10-12 19:20:51
115
David :
Really nice logic, never thought about that but seeing this is so cool
2026-10-13 01:43:56
7
Julian :
Was that a [Thunderfury, Blessed Blade of the Windspeaker]?!?
2026-10-12 22:24:01
7
To see more videos from user @candlesan01, please go to the Tikwm
homepage.