


But what do tomestones have to do with a purely rng based loot drop progression system? The system you're proposing has no tomestones, so progression is wholly linked to rng. How is that any different from gaining levels at random when you complete content? It isn't.No, it would be identical to randomly gaining tomestones, not randomly gaining gear. If you want an equal comparison, the RNG experience system would give you a level when successful. Talaren also added in "at a very low rate" which is not a requirement of an RNG system, but was a requirement for the comparison - further differentiating the analogy.
This honestly makes no sense in the context of this conversation.But what do tomestones have to do with a purely rng based loot drop progression system? The system you're proposing has no tomestones, so progression is wholly linked to rng. How is that any different from gaining levels at random when you complete content? It isn't.
Tomestones have nothing to do with a purely RNG system. Let's look at the analogy. In Teleran's analogy...
Tomestone = Experience gained
Level = New Piece of Gear
If obtaining experience is the RNG factor, then the analogy logically follows that Teleran is equating the RNG system to obtaining tomestones. In other words you have a random chance to obtain a tomestone.
However, that is not the RNG system that I have proposed, or is used anywhere. The RNG system has you obtain a full piece of gear, which in the analogy is equivalent to a whole level. Therefore, a proper comparison is to say that you would gain levels via RNG, and not gain experience via RNG.
As mentioned, Telaran also added a caveat that the RNG experience (RNG tomestones) would be a low drop rate, further distancing itself from a proper comparison - as all of my posts recommending an RNG system have suggested a "frequent small upgrade" process.
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