Results -9 to 0 of 33

Threaded View

  1. #12
    Player

    Join Date
    Aug 2014
    Location
    Ul'Dah - Jenova
    Posts
    82
    It does make items common. You talk a lot about luck, good luck, bad luck, whatever. The fact is, people get loot regardless of "luck". Rewarding players because RNG doesn't agree with them is not the way to balance a game. Who says balance needs to be achieved by handing out rewards for "participation"? Apply this same argument to the old Atma drop rates, it doesn't work. If you are willing to quit a game because you cannot get a piece of loot then I say that action alone balances out the game. Players shouldn't be able to hold the game hostage because they don't get a piece of loot. Some items should be rare; I don't want to play a game where everyone has the same items. Those with a deep well of patience will get these items, those without, well they will stay without.

    EDIT: I understand your frustration and would suggest that instead of a token for a guaranteed item, for every 10 clears without winning an item the player gest a token that either allows a free reroll or a +10 bonus to their current roll.

    And finally, when you say SE is losing it's customer base, that is a claim you MUST back up with fact. Numbers and figures are what a company looks into at the end of each financial quarter. If SE determines that they are losing customers because of the RNG system then I guarantee they will look into that system accordingly.
    (1)
    Last edited by IsaacDamodred; 11-25-2014 at 11:24 PM. Reason: Change of opinion