Results 1 to 10 of 584

Hybrid View

  1. #1
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Quote Originally Posted by skaterger View Post
    My question is, every part of the quest so far is measurable, what is wrong with adding some RNG into a RPG? Can you accept a differing view that some people like rng or do you only insist that it is objectively bad?
    RNG isn't inherently bad. It can be good for the longevity of a game as long as it's done right. However, Atma in its current form is an example of how not to do it. It's far too extreme for the reward given and in comparison to all of the other steps.

    Here's an alternative system just off the top of my head that still keeps within the spirit (RNG) of the current one without being bat-shit insane or completely overhauling the system:

    Each successful FATE gives you an Atma Fragment (or at least drops a fragment at a reasonable rate). When you amass [insertarbitrarynumber] fragments you can combine them into a complete stone. Each FATE also has a chance to just give you a complete stone at a substantially lower drop rate, just like it works right now.

    So now you have a system where RNG smiles upon the fortunate and helps them progress faster while at the same time it doesn't completely stonewall players who are lacking in the luck department. They may not progress as fast as their luckier peers, but they're still making progress on all (or most) of their FATEs nonetheless. Honestly, it’s what we have now, only with a safety net to guard against bad luck.

    It isn’t perfect. A system where everyone's on the same footing (like with the other steps) would be best, but I'm thinking this up from the point of view of someone who likes RNG such as yourself.
    (2)
    With this character's death, the thread of prophecy remains intact.

  2. #2
    Player
    skaterger's Avatar
    Join Date
    Mar 2014
    Posts
    455
    Character
    Joanna Selenia
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ElHeggunte View Post
    snip
    I think 3-5% per drop is pretty generous, considering some other JRPGs. I've been playing mmos for more than 10 years and some have the most atrocious drop rates, so I can see how abrasive the current system can be for new players, especially if its their first mmo. I understand this. But I have also met players who are flat out lazy, they wait till everything is nerfed before attempting it.

    As for your proposed system, this would indeed be a good system to implement now. I have never argued against it. I would still prefer to keep the current rng system for new content that is released (though I doubt it will happen with all the uproar atma caused )

    As with everything, trends come and go, regardless of what I or some others say, if there's enough inertia for the game to change in a certain direction, it will happen. Just like how games have gotten easier over time or how rpg used to be sandbox but now mostly are themepark. Just learn to adapt, that is all.
    (0)
    Last edited by skaterger; 09-30-2014 at 05:57 PM.

  3. #3
    Player
    Kusari-chan's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    59
    Character
    Kusari Tsukihi
    World
    Midgardsormr
    Main Class
    Archer Lv 90
    Quote Originally Posted by skaterger View Post
    I think 3-5% per drop is pretty generous, considering some other JRPGs.
    the drop rate isnt' 3-5%. . . it's 1%. . . per fate. . . no matter what.
    (1)
    A Moon on the water, a wind in the trees, all and none belong to me.
    And so I must wander, down a road e'er long, over mountains, through valleys, singing these bard songs.

Tags for this Thread