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  1. #1
    Player
    hrdndv's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    301
    Character
    Terak Alonia
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    First problem with this thread is the stress on RNG. Battle mechanics run of RNG. It is a good thing. The problem is balance. Games should never have a desired result with a probability of .001 - this probability may be theoretically possible but RNGs are notorious for skipping certain results because they are not truely random. This means that an RNG might never produce the rare drop because of strange factors... like something unique in the initializing number. One of the worst initializing numbers is exact time an action was initiated. Leads to weird results. All game mechanics should be driven by random number tables with flat probability curves for the table coordinates. Most games never implemented this scheme. The alternative to using tables is using probabilities of no rarer than .01 and hoping it doesn't gap too often. Rare events are not random. It is very hard to generate true random numbers... probably impossible. So...
    Players have a good point. The rare drop rate for items needed to produce Relic Weapons is discouraging. It is not fun.
    (1)

  2. #2
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by hrdndv View Post
    First problem with this thread is the stress on RNG. Battle mechanics run of RNG. It is a good thing. The problem is balance. Games should never have a desired result with a probability of .001 - this probability may be theoretically possible but RNGs are notorious for skipping certain results because they are not truely random. This means that an RNG might never produce the rare drop because of strange factors... like something unique in the initializing number. One of the worst initializing numbers is exact time an action was initiated. Leads to weird results. All game mechanics should be driven by random number tables with flat probability curves for the table coordinates. Most games never implemented this scheme. The alternative to using tables is using probabilities of no rarer than .01 and hoping it doesn't gap too often. Rare events are not random. It is very hard to generate true random numbers... probably impossible. So...
    Players have a good point. The rare drop rate for items needed to produce Relic Weapons is discouraging. It is not fun.
    Right. There will always be some element of luck in a game, but make the system based off of it is where it went all wrong. In other MMO's, lets say a boss has 15 really good items, but only drops three of them, someone is guaranteed to walk out happy each time (of course cooldowns added to the boss so you can't just spam him). If you didn't get what you want, you were at least guaranteed tokens so you could purchase other items you are seeking. I hope a similar concept comes to FFXIV.

    Overall, you need to be rewarded "something" worthwhile each run. The amount of complaints would drop dramatically if they just added a token system to dungeons and possibly relics.
    (2)