RNG is great for adding in extra drops/speeding the proccess; but 'tokens' has always been the best system as it's got the feeling of progression. Salavage was the worst(and now VW) as there is 0 progression it's just -- hey hope you get lucky!
RNG is great for adding in extra drops/speeding the proccess; but 'tokens' has always been the best system as it's got the feeling of progression. Salavage was the worst(and now VW) as there is 0 progression it's just -- hey hope you get lucky!
Ah but in skinners experements rewards are given frequently at first to enccourage the behavure and then reduced to sporatic rewards, this encouraged the behavure to stick more so than scheduled rewards such as every X number of times. Voidwatch lacks the inital reward phase to encourage the behavure in the first place, otherwise the logic is sound. Quilin is a good example of the skinner method, it has several good common drops and a carrot on a stick to keep you coming back.
If it's not so confounding that you give up... If I went 0/200 on an NM (I know people who have) I'd have probably quit at that point too. Heck I'd actually have given up long before that.
You might stop after the scheduled reward, but you're also haivng more fun while you're getting there because you're not on pins and needles praying for your reward and getting disappointed.
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