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  1. #11
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    Join Date
    Jul 2017
    Posts
    3,327
    Quote Originally Posted by Drkdays View Post
    Being unlucky with RNG might tick people off, but at least they'd be able to sleep/work/do absolutely anything that didn't involve a repetitive button rotation for 8-12 hours, and still have peace of mind. And they could add percentages, too. Like say after putting in your name three times, you have a higher chance of winning the house, stacking. For example the first house would be a roll of 1-100 between petitioners, and the second 5-100. The more often you try the more likely you'd be. A reward for effort (often many hours of effort) that does not exist now.
    Problem with RNG it removes any aspect of input from the player. At the very least people can try everything in their power to get a plot. Even with an RNG system that increases your chances unless they have a flat 100% chance rate after a certain number of tries then someone will always roll zero, and people will complain. Look at our crafting when people use to complain about lulz 90% success rate. Trading one crappy system for another is not progress. Players are rewarded for trying currently, the reward is the plot. Issue is only one person can win, even with an RNG system only one person will win, and even with a progressive system that increases odds after every loss you will still run into issues where even that will become a RNG toss up between people at the same thresh hold. That RNG system strips all outside input from the player if they are willing to go the extra mile to get a plot. I do not get the need to change from one unfair system to another unfair system.

    Our housing system is not perfect by any stretch but at the very least players have some sense of control over getting a plot. Personally not a fan of RNG since if their is a chance to roll zero, and with RNG there is always the chance to roll zero someone will roll that zero.
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    Last edited by Awha; 06-04-2020 at 04:56 PM.