S1ipperyJim wrote: »It's like saying casinos should implement a token system whereby every time you pull the lever in a slot machine you get a token then after 100 tokens you can claim the grand prize and make it rain money. RNG in all its forms in games (random drops, good and bad traits, crown crates, undaunted chests etc) is added based on psychology and statistics showing it keeps more people playing longer. After people reach the set number required for enough tokens they would stop playing the requisite content.
RNG is just something that happens to exist along the way
S1ipperyJim wrote: »I'm not saying I enjoy the RNG, it's a pain point for many of us, however I disagree with:RNG is just something that happens to exist along the way
Everything is put into the game for a specific reason, especially game mechanics. For an interesting article on the psychology of RNG in games, why RNG drives players to interact more with a game - and even why it could be argued to be good design practice, this is an interesting article:
http://www.mostdangerousgamedesign.com/2013/08/the-psychology-of-rewards-in-games.html
...and before the advent of antibiotics, many books were written extolling the virtues of bloodletting.
S1ipperyJim wrote: »I'm just being objective and pointing out the science behind why devs like ZOS deliberately put multiple RNG systems into their games.
The whole idea of the Skinner Box has been extensively debunked in modern gaming psychology.
The entire premise assumes the primary motives of conscious human beings are identical to unthinking lab rodents
bloodletting and alchemy were once the operating "scientific" paradigms of the day as well.
S1ipperyJim wrote: »Experiments on non human subjects is a long standing scientific norm, however please note that experiments were also cited using human subjects with the same results.
NOT when it comes to making grossly inappropriate inferences about matters of the MIND using UNTHINKING lower animals
How transferrable to humans is data from animal studies? (They spelled 'transferable' wrong, but then this was taken from the OPINION section of the website you linked, if you hadn't noticed.)
As with every experimental methodology, there are disadvantages to using animals in experiments. A common argument against the use of animals in experiments is that animals are not good models for humans, based on the observation that we are not simply larger versions of lab rats – our bodies (and minds) work differently. Interestingly, biology shows that rodents are actually rather good models of the human body. (Emphasis mine.)
All mammals, including humans, are descended from common ancestors, and all have the same set of organs (heart, kidneys, lungs, etc.) that function in essentially the same way with the help of a bloodstream and central nervous system. Some controversy, however, comes with the study of the mammalian brain in psychology and neuroscience. This is one organ that does differ in some aspects, particularly in terms of cortical volume, quite substantially between species. Despite this, there are many common characteristics between all mammalian brains (e.g. basic cytoarchitecture and structure and neuronal physiology).
But why would that be the case, if their capacity for CONSCIOUS THOUGHT AND SELF AWARENESS was truly analogous?To carry out these experiments using human babies would have been highly unethical and impractical.
Non randomness in computer rng calculations is well known, however it does not affect stuff like dungeon drops who is spread out over days while other uses the rng all the time.Number 1 reason for my old day 1 Destiny buddies was the awful RNG grind. This is what almost killed WoW.
You'd think gaming devs would learn...
FUN FACT!
RNG is not random. It malfunctions a lot (cluster problem). The amount of multiple SAME drops I got RIGHT AFTER EACH OTHER during my 13 hours farming the last three days showed that impressively.
They spelled 'transferable' wrong
Nowhere is this problem more evident than with the vMA weapon grind, where trading with group members isn't an option.
Perhaps we need to consider the use data in a broader scope? Sure the average person MAY run vMA over and over (and over and over and over...) trying to get the right drop, but what maybe isn't being considered here is what impression that leaves them with afterwards.
How willing do you think they will be to do that grind again after that experience?
How happy with the design do you think they will come away feeling? What will that feeling do to their overall long-term enjoyment of the game? Will it lead them to tend to expect the best, or the worst? (Very relevant to the present debacle.)
These more subtle considerations are the ball that ZOS psychologists and marketing are presently dropping with this design. A token system is simple to implement and would have a MASSIVE positive impact on the long term health of the game.
Make it so, number one.
S1ipperyJim wrote: »It's like saying casinos should implement a token system whereby every time you pull the lever in a slot machine you get a token then after 100 tokens you can claim the grand prize and make it rain money. RNG in all its forms in games (random drops, good and bad traits, crown crates, undaunted chests etc) is added based on psychology and statistics showing it keeps more people playing longer. After people reach the set number required for enough tokens they would stop playing the requisite content.
S1ipperyJim wrote: »They spelled 'transferable' wrong
Did you know that Albert Einstein was known to be notoriously poor at spelling, both in English and his native German? I guess that disproves all his scientific theories and discoveries then....
looks let's agree to disagree shall we, I'm glad you were open minded enough to read the articles i linked even if you don't accept their conclusions
S1ipperyJim wrote: »It's like saying casinos should implement a token system whereby every time you pull the lever in a slot machine you get a token then after 100 tokens you can claim the grand prize and make it rain money. RNG in all its forms in games (random drops, good and bad traits, crown crates, undaunted chests etc) is added based on psychology and statistics showing it keeps more people playing longer. After people reach the set number required for enough tokens they would stop playing the requisite content.
AzraelKrieg wrote: »Random bolding and CAPITALISATION of words doesn't help you get your point across.
S1ipperyJim wrote: »It's like saying casinos should implement a token system whereby every time you pull the lever in a slot machine you get a token then after 100 tokens you can claim the grand prize and make it rain money. RNG in all its forms in games (random drops, good and bad traits, crown crates, undaunted chests etc) is added based on psychology and statistics showing it keeps more people playing longer. After people reach the set number required for enough tokens they would stop playing the requisite content.
Yes, wow created an token system People ended up grinding random dungeon for the 5 raid gear tokens they got.S1ipperyJim wrote: »It's like saying casinos should implement a token system whereby every time you pull the lever in a slot machine you get a token then after 100 tokens you can claim the grand prize and make it rain money. RNG in all its forms in games (random drops, good and bad traits, crown crates, undaunted chests etc) is added based on psychology and statistics showing it keeps more people playing longer. After people reach the set number required for enough tokens they would stop playing the requisite content.
I don't buy that at all, and that analogy is flawed.
People go to Vegas because their primary goal is to gamble. People play MMO's because their primary goal is to advance their character, explore the world, compete with other players, and HAVE FUN. RNG is just something that happens to exist along the way. Completely different motives (even though I do suspect someone in ZOS management is a gambling junkie with a REAL problem).
World of Warcraft, for all it's faults, realized the psychological and marketing advantage of a dungeon gear token system back at the end of TBC. There are REASONS that game continues to appeal to such a broad demographic of loyal long-term gamers, and not living in denial of these basic psychology benefits is one of them.
ZOS should take the lessons of what past MMO's got right as FREE MARKET RESEARCH instead of taking the stance that they have to be "unique for the sake of it" even when that means not learning from others' past mistakes.
That is a stubborn and self-defeating attitude that isn't winning them any points.