FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
Mathius_Mordred wrote: »FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
No that's not what I meant, I mean you get it after doing something, so do something get version 1 of the reward, do something harder get version 2 of the reward, the harder the content the better version you get. No RNG, no doing something 150 times.
FluffyBird wrote: »Mathius_Mordred wrote: »FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
No that's not what I meant, I mean you get it after doing something, so do something get version 1 of the reward, do something harder get version 2 of the reward, the harder the content the better version you get. No RNG, no doing something 150 times.
But then everyone would just do something once and will be done with it, farm whole game in a week and then what?
And say, a boss drops some gear, a lead, a rare resource: should they just drop all on the first kill?
So, you want the lead guaranteed, but of different quality, I get it. I'm asking what about bosses that can drop several rare items? Should they drop them all at once?Mathius_Mordred wrote: »FluffyBird wrote: »Mathius_Mordred wrote: »FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
No that's not what I meant, I mean you get it after doing something, so do something get version 1 of the reward, do something harder get version 2 of the reward, the harder the content the better version you get. No RNG, no doing something 150 times.
But then everyone would just do something once and will be done with it, farm whole game in a week and then what?
And say, a boss drops some gear, a lead, a rare resource: should they just drop all on the first kill?
No not at all, if you read what I suggested, the easy farm would be a lower stat version of the mythic for example, say you just have to kill delve bosses to get all the Oakensoul leads, but the resulting mythic had only half the stats that it currently does. Now, if you get the drop from the last boss of a veteran dungeon then this gives you the current mythic we have today. We could go further then and have the perfected version of the lead drop from a vet trial boss HM to give a perfected Oakensoul which would have an extra line of stats. So whilst most people would be bale to get the basic version of Oakensoul quite quickly they will have to improve and up their game to get the perfected version. There, no RNG involved, just getting good at the game if you want the very best rewards.
FluffyBird wrote: »So, you want the lead guaranteed, but of different quality, I get it. I'm asking what about bosses that can drop several rare items? Should they drop them all at once?Mathius_Mordred wrote: »FluffyBird wrote: »Mathius_Mordred wrote: »FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
No that's not what I meant, I mean you get it after doing something, so do something get version 1 of the reward, do something harder get version 2 of the reward, the harder the content the better version you get. No RNG, no doing something 150 times.
But then everyone would just do something once and will be done with it, farm whole game in a week and then what?
And say, a boss drops some gear, a lead, a rare resource: should they just drop all on the first kill?
No not at all, if you read what I suggested, the easy farm would be a lower stat version of the mythic for example, say you just have to kill delve bosses to get all the Oakensoul leads, but the resulting mythic had only half the stats that it currently does. Now, if you get the drop from the last boss of a veteran dungeon then this gives you the current mythic we have today. We could go further then and have the perfected version of the lead drop from a vet trial boss HM to give a perfected Oakensoul which would have an extra line of stats. So whilst most people would be bale to get the basic version of Oakensoul quite quickly they will have to improve and up their game to get the perfected version. There, no RNG involved, just getting good at the game if you want the very best rewards.
DenverRalphy wrote: »Remove RNG, and you remove the thrill and exhilaration of accomplishment. Guaranteed outcomes are boring, or will become so very quickly.
Does RNG also produce frustration and angst? You betcha. But you can't have excitement and exhilaration without frustration and angst to contend with. Without the dichotomy, everything becomes linear and hum-drum.
Mathius_Mordred wrote: »DenverRalphy wrote: »Remove RNG, and you remove the thrill and exhilaration of accomplishment. Guaranteed outcomes are boring, or will become so very quickly.
Does RNG also produce frustration and angst? You betcha. But you can't have excitement and exhilaration without frustration and angst to contend with. Without the dichotomy, everything becomes linear and hum-drum.
I couldn't disagree more.
RNG is mindless, what possible sense of achievement can you get by repeating the same thing over and over again until finally you receive the item? Real achievement requires skill and hard work, look at titles such as Godslayer, now THAT is an achievement. The definition of insanity is doing the same thing over and over and expecting a different result, RNG changes that slightly to do the same thing over and over again and you may get a different result.
DenverRalphy wrote: »Mathius_Mordred wrote: »DenverRalphy wrote: »Remove RNG, and you remove the thrill and exhilaration of accomplishment. Guaranteed outcomes are boring, or will become so very quickly.
Does RNG also produce frustration and angst? You betcha. But you can't have excitement and exhilaration without frustration and angst to contend with. Without the dichotomy, everything becomes linear and hum-drum.
I couldn't disagree more.
RNG is mindless, what possible sense of achievement can you get by repeating the same thing over and over again until finally you receive the item? Real achievement requires skill and hard work, look at titles such as Godslayer, now THAT is an achievement. The definition of insanity is doing the same thing over and over and expecting a different result, RNG changes that slightly to do the same thing over and over again and you may get a different result.
And if you could simply follow a simple linear path of guaranteed outcomes to get to the Godslayer Achievement, then that achievement wouldn't be such a big deal now would it? All the time and effort put into getting your toon geared up to even attempt it is what makes it such an achievement. If you could just follow a simple "Do this, Get that" path, then it wouldn't mean squat.
FluffyBird wrote: »But then everyone would just do something once and will be done with it, farm whole game in a week and then what?
And say, a boss drops some gear, a lead, a rare resource: should they just drop all on the first kill?
Mathius_Mordred wrote: »What do you guys think?
What do you guys think?
Still RNG! See? (just kidding)IMO it boiled to three main things : random generation of content (instanced missions)
What do you guys think?
Hard disagree.
ESO does not need less RNG. In my opinion, it needs more RNG. Chasing rare drops and farming stuff is a core element of this genre and players should be rewarded for patience and persistence. I understand that this is not for everyone, I understand that some people want to eliminate that part of the game. But there are PLENTY of games out there to chose from without any RNG, so there is no need to trivialize this one even more. Let's face it, with the introduction of the sticker book, the ability to mass produce any weapon/armor/jewelry you know and curated drops, ESO is already almost a casual game. All those things were a huge step into the wrong direction in my books.
Back in the days, finding your Mother's Sorrow destro staff or your Maelstrom destro staff actually meant something. You even had to think about which char would get it instead of creating a whole bunch and equip your last crafting alt with BIS gear.
Guaranteed drops would just be a participation trophy. If that was the case, you might as well just make everything craftable. Saves even more time.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
FluffyBird wrote: »Still RNG! See? (just kidding)IMO it boiled to three main things : random generation of content (instanced missions)
I'm afraid I have nothing else to add to the discussion as it is aimed more towards those who dislike RNG and I struggle to even pick a game I like that does not have RNG. Strange Horticulture, I guess. But you probably never heard about it
ArchangelIsraphel wrote: »FluffyBird wrote: »Still RNG! See? (just kidding)IMO it boiled to three main things : random generation of content (instanced missions)
I'm afraid I have nothing else to add to the discussion as it is aimed more towards those who dislike RNG and I struggle to even pick a game I like that does not have RNG. Strange Horticulture, I guess. But you probably never heard about it
@FluffyBird Totally off topic but shout out to another Strange Horticulture fan. One of the best roleplay/puzzle games I've ever bought. Such excellent world building in it.
Mathius_Mordred wrote: »FluffyBird wrote: »I do love me some spicy RNG, but I love it will a cool soothing glass of pity system.
And I'd rather have some RNG than unyielding "do 150 dailies or no reward" farm. I want 150 dailies to be the worst case, not a requirement, and for me RNG would make something I don't enjoy more bearable.
No that's not what I meant, I mean you get it after doing something, so do something get version 1 of the reward, do something harder get version 2 of the reward, the harder the content the better version you get. No RNG, no doing something 150 times.
Mathius_Mordred wrote: »In so many games, including ESO, many activities and rewards are governed by an RNG (Random Number Generator). For example in ESO killing a delve boss for a lead, you may be lucky and get it on the first try or you may have to sit around waiting for it to respawn once every 4 minutes and kill it 20 times to get the lead (that's over an hour sitting and waiting), I've heard of some cases where it took 300 attempts. People have told me it's so you spend more time in the game than you would anyway, but I don't need an RNG to keep me in the game, I love playing the game and would be here anyway doing something I enjoy, what I don't love is sitting around for hours waiting for some delve monster to respawn so I can kill it in 15 seconds hoping this will be the time the lead drops.
There has to be a better way, and for me, that would be a guaranteed drop, end RNG entirely. I don't see any point in it, this is not something we are paying real money for like Crown Crates or lock boxes, I understand why those things have gamble mechanics in them. Adding RNG to something like a lead or a weapon drop does not increase enjoyment, it detracts from enjoyment.
If necessary add the very best leads or weapons behind more difficult content, but a reduced stat version behind easy content. For example, Maelstrom staff on normal gives lower stat bonuses than if earned on veteran difficulty. A lead from a delve boss gives a lower stat version of a mythic than the same lead from an associated veteran dungeon boss, that sort of thing, I don't care how it's done but I really wish that useful items for gameplay were not locked behind an RNG.
What do you guys think?