




You can make things difficult without using RNG - I hope thats what SE is aiming for in 2.0 . The RNG is really annoying, has no respect for hard work or skill - just about rolling dice.
In a MMO without any RNG you would finish it fairly quick and be sitting around moaning about how there is nothing left to do/get.
materia has a nice low barier of entry and ramps up as the rewards "Ammount of stats you get from gear" ramp up. I don't see what the issue with this is considering you only need single meld if that to even do any of the content the game has to offer. It's a nice way for people to spend time and actually look forward to having something to do other than idle around town. In the age of "Give it to me now" you need some sort of long term goals in the game and materia is pretty much the only one we have right now.





In a MMO without any RNG you would finish it fairly quick and be sitting around moaning about how there is nothing left to do/get.
materia has a nice low barier of entry and ramps up as the rewards "Ammount of stats you get from gear" ramp up. I don't see what the issue with this is considering you only need single meld if that to even do any of the content the game has to offer. It's a nice way for people to spend time and actually look forward to having something to do other than idle around town. In the age of "Give it to me now" you need some sort of long term goals in the game and materia is pretty much the only one we have right now.
No you would not. RNG creates averages. Instead you can force the average through things like 100% tokens/costs - though you can make less obvious methods as well. (Keeping in mind with statistics % chance has an average but it also creates people who have done the run 100+ times with 1 weapon rewarded, and others who did it exactly 7 times and got every weapon. RNG is bad, it is not a good system for rewarding effort, and skill.)
You do not, I repeat, do not need RNG for anything.
Or like I've suggested in other threads having a progressive RNG woud work as well (for those that must have % chance). Every failed attempt exponentially increases the % and every sucess decreases the %. This keeps things unpredictable but yet at the same time, strangely predictable. (Creating a precise range of attempts required rather then a system that would say - you need to do this 20 times to get one garuda weapon from X totems).
And materia has a high barrier of entry. Even if you find a level 1 materia you cant use it till you find someone who has done the materia quest and till you have a catalyst.
Last edited by Shougun; 09-27-2012 at 12:37 PM.
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