Lol why so serious

 
			
			
				Lol why so serious


 
			
			
				Because it's an interesting, if controversial design.
I could definitely see the casual market appeal in a design that boasts that anyone can succeed as long as they keep trying. It becomes a statistical game, where your success becomes dependent on your diligence at a task, instead of your skill at playing.
While that might create some short term unhappiness, due to the inconsistent distribution of rewards.... one would assume that over time they would follow a normal distribution across the participating population- making the rewards system statistically fair, regardless of player skill.
That is an interesting design concept.
^^To the post above- yes quite a few, actually... and while I have certainly seen random rewards... I have not seen a quest with progress so intrinsically tied to a completely out of player controlled RNG factor. Even the EQ prayer shawl that required craft combines with chance of failure was influenced by player craft skill.
Last edited by ApolloGenX; 04-19-2014 at 01:40 PM.



 
			
			
				Sorry... how is that any different from the token system? You can keep collecting tokens from easier dungeons and still get your set. With RNG, that depends on the drop rate SE sets it to, and the difficulty of repeating said objective to get it to drop. The "lol RNG is for casuals" angle is ridiculous, since the token system (I think when WoW:TBC came out?) was invent just for that!Because it's an interesting, if controversial design.
I could definitely see the casual market appeal in a design that boasts that anyone can succeed as long as they keep trying. It becomes a statistical game, where your success becomes dependent on your diligence at a task, instead of your skill at playing.
While that might create some short term unhappiness, due to the inconsistent distribution of rewards.... one would assume that over time they would follow a normal distribution across the participating population- making the rewards system statistically fair, regardless of player skill.
That is an interesting design concept.


 
			
			
				The token system is a guarantee of measureable progress.Sorry... how is that any different from the token system? You can keep collecting tokens from easier dungeons and still get your set. With RNG, that depends on the drop rate SE sets it to, and the difficulty of repeating said objective to get it to drop. The "lol RNG is for casuals" angle is ridiculous, since the token system (I think when WoW:TBC came out?) was invent just for that!
That is different method of possibly appealing to a market. I am not "blaming casuals" for anything. I am not saying this "should" be one way or another- I am just speculating on what a possible validation of the design might be and wondering if it is a new design direction.



 
			
			
				Well, first you automatically assert that the new design somehow takes "less skill" than the token design in your subject title. Second, skill has no factor in drop rate what-so-ever, it's just how fast items get distributed to players. Some skill-based action needs to be done to initiate a chance to drop. Are you saying killing Titan EX would take less skill if he dropped items using an RNG system?The token system is a guarantee of measureable progress.
That is different method of possibly appealing to a market. I am not "blaming casuals" for anything. I am not saying this "should" be one way or another- I am just speculating on what a possible validation of the design might be and wondering if it is a new design direction.
The bigger problem is you are stuck grinding low level fates, rather than higher level activities (if this is your beef, then yeah I agree with you).
Last edited by Magis; 04-19-2014 at 01:55 PM.
Man, you had to grind in most FF's for gold, special items etc to get an upgraded weapon, or a weapon from a shop. It's the same idea, just with a different approach and I can't believe the amount of QQ'ing over it. Frst you didn't want it handed over to you and now it's too much of a pain to get, even because it's a timesink. Hell even in FF1, you had to grind for gold to get nice equipment and spells at the beginningIt's just one small part of the game to grind for atma drops. Yeah it doesn't involve skill, it is a time sink, but hey don't like it, go to do new coils, you need skill for that or extreme bosses in df you'll get a better weapon than atma upgrade anyways, goodluck

Last edited by ulti_19; 04-20-2014 at 08:26 AM.

 
			
			
				I can gurantee it was designed to be fates and RNG because of how many people couldnt get past Titan Hard Mode initially.
I personally feel both a skill check and a... diligence check? ... have thier place for the best weapon in the game.
The best Final Fantasy was the one everyone played at age 12!
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