Praeficere wrote: »RNG gives artificial life to repetitive content. Makes otherwise dead zones/dungeons seem alive to newer players.
Infinite12 wrote: »How would a token system work? Because as you guys stated RNG is BS.
Infinite12 wrote: »Wouldn't that still be RNG kinda though?
Infinite12 wrote: »Wouldn't that still be RNG kinda though?
Infinite12 wrote: »How would a token system work? Because as you guys stated RNG is BS.
The boss would have a chance to always drop a token that you can turn into a vendor for the item you need.
Infinite12 wrote: »Wouldn't that still be RNG kinda though?
Tokens would be nice.
I really hate this RNG on top of RNG system.
Infinite12 wrote: »Wouldn't that still be RNG kinda though?
Korah_Eaglecry wrote: »
Tokens would be nice.
I really hate this RNG on top of RNG system.
Korah_Eaglecry wrote: »
NewBlacksmurf wrote: »I'm definately not in favor of any token system.
RNG is fine, the larger issue is that ppl want things fast and don't for whatever reason enjoy the hunt which makes the reward much
More worthwhile.
Infinite12 wrote: »NewBlacksmurf wrote: »I'm definately not in favor of any token system.
RNG is fine, the larger issue is that ppl want things fast and don't for whatever reason enjoy the hunt which makes the reward much
More worthwhile.
To some extent I agree but at the same time there are people running dungeons almost 100 times and not seeing a monster helmet. The RNG is absurd sometimes. And to be clear, I wasn't complaining about the RNG, I was just curious what other systems there are that they could have used instead of RNG.
RNG is far from the only option! I've got a team on a game I'm working on that has figured out how to get rid of half of the RNG by pushing player's skill and awareness during a fight to a new level. There are plenty of methods if developers would start hiring gamers (you know... the highly creative ones who have seen every corner and every spell) to help concept design instead of hiring developers to concept design.
That said I don't foresee a system without a little RNG. Just not as much as is being used in ESO. RNG is the lazy way out. It's one of those ways you can clearly tell when a developer has no clue what they are doing.
NewBlacksmurf wrote: »I'm definately not in favor of any token system.
RNG is fine, the larger issue is that ppl want things fast and don't for whatever reason enjoy the hunt which makes the reward much
More worthwhile.
NewBlacksmurf wrote: »I'm definately not in favor of any token system.
RNG is fine, the larger issue is that ppl want things fast and don't for whatever reason enjoy the hunt which makes the reward much
More worthwhile.
Lol. Slaving through 60 runs of vet coa for a single helm, no matter wtf it is, is wanting something too fast? No one is saying they want to get exactly what they want the first time the waltz into content and never touch it again. But rng is in no way making eso's content "more worthwhile". It's making it more of a painful chore.
Vicente Valtiere, Dark Brotherhood, OblivionSpill some blood for me dear brother
RNG is far from the only option! I've got a team on a game I'm working on that has figured out how to get rid of half of the RNG by pushing player's skill and awareness during a fight to a new level. There are plenty of methods if developers would start hiring gamers (you know... the highly creative ones who have seen every corner and every spell) to help concept design instead of hiring developers to concept design.
That said I don't foresee a system without a little RNG. Just not as much as is being used in ESO. RNG is the lazy way out. It's one of those ways you can clearly tell when a developer has no clue what they are doing.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »I'm definately not in favor of any token system.
RNG is fine, the larger issue is that ppl want things fast and don't for whatever reason enjoy the hunt which makes the reward much
More worthwhile.
Lol. Slaving through 60 runs of vet coa for a single helm, no matter wtf it is, is wanting something too fast? No one is saying they want to get exactly what they want the first time the waltz into content and never touch it again. But rng is in no way making eso's content "more worthwhile". It's making it more of a painful chore.
Uhm that's the whole point. I'm not sure what other games you've played but for a reward, if it's easily attainable, for me, it's not a real reward. I like that people are doing many runs but what's interesting in that people are complaining about a specific item and how the game drops those items but ignoring how many other good items are being dropped.
The idea of this system is to generate different possibilities that actually have lower percentages to drop. The good about this is that one person wants X while another wants Y and Z drops but if offers situations where X drops with diff traits and enchants which may cause someone to roll an alt to consider playing differently now that they see X, Y or Z more often but aren't getting what they want.
The other and more important concept is that the longer it takes to get a specific drop, the larger the pool of participants grows so that once someone gets an item, they are willing to help another due to they challenge they experienced. Also, for those who haven't got their reward, they keep going after it and will have many others to join them.
This is a good thing.
If everyone ran and the drops were a lot less random as well as having a token system, content gets dull or you end up with a WoW concept where there is 2-3 versions of the same items with slightly better stats obtained by tiring difficulty of the same encounter which gets boring. I personally prefer what exists here and understand why others do not but its my preference and opinion that this system causes a better situation and maintains a high value for specific rewards.