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  1. #1
    Player
    Caitlinzulu's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    889
    Character
    Caitlin Seraphim
    World
    Shiva
    Main Class
    Archer Lv 100
    for me the rng is the only way to make things challenging, otherwise it just takes time till someone figures out the best rotation and everyone else copies it.
    the challenge is figuring out a rotation that maximizes the number of touches and so gets you the highest quality.
    relying on procs is still rng by the way
    (5)

  2. #2
    Player
    Join Date
    May 2019
    Posts
    479
    Quote Originally Posted by Caitlinzulu View Post
    for me the rng is the only way to make things challenging, otherwise it just takes time till someone figures out the best rotation and everyone else copies it.
    the challenge is figuring out a rotation that maximizes the number of touches and so gets you the highest quality.
    relying on procs is still rng by the way
    And there you have it folks.
    (4)

  3. #3
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Caitlinzulu View Post
    for me the rng is the only way to make things challenging, otherwise it just takes time till someone figures out the best rotation and everyone else copies it.
    the challenge is figuring out a rotation that maximizes the number of touches and so gets you the highest quality.
    relying on procs is still rng by the way
    Except RNG does not equal challenge. It's 100% luck if you get a proc or not. You may do everything right and not get one, so you fail through no fault of your own.

    Challenging would be having to deal with some sort of rhythm game and hitting a key with the right timing to maximize your touch potential (like say the monster punching mini-game in the Gold Saucer). Something that relies on player skill, not having a random number you can't control screw you over.

    The only thing RNG gets you is multiple gathering trips if it doesn't favor you. It'd still be easy and people would eventually get the items they want, it would just waste more time to do it.
    (5)
    Last edited by Ryaz; 11-11-2019 at 10:18 AM.

  4. #4
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Caitlinzulu View Post
    for me the rng is the only way to make things challenging, otherwise it just takes time till someone figures out the best rotation and everyone else copies it.
    the challenge is figuring out a rotation that maximizes the number of touches and so gets you the highest quality.
    relying on procs is still rng by the way
    Roulette is not a challenging game. Roulette is a brain-dead simple game. You place your bet and spin the wheel. If the wheel says you win, you win. If the wheel says you lose, you lose. You have no agency here at all.

    If enough RNG is added that it becomes controlling on the success or failure of a craft, it just becomes a game of luck. If the RNG is not controlling on success or failure... it's the system we have right now where we design macros that overshoot the quality/crafting requirements for a given item such that the RNG just doesn't matter.
    (3)

  5. #5
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Caitlinzulu View Post
    for me the rng is the only way to make things challenging, otherwise it just takes time till someone figures out the best rotation and everyone else copies it.
    the challenge is figuring out a rotation that maximizes the number of touches and so gets you the highest quality.
    relying on procs is still rng by the way
    A priority based system would be challenging and not RNG based, maybe at the cost of being able to use macros.

    RNG based systems can be and have been, even in 2.x, over-geared, which is what will happen if overpowered gear is added as a reward.
    (0)