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  1. #111
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    RNG is here to stay, sorry to disappoint everyone.

    There are 3 main ways that MMOs limit the accumulation of high end items/gear.
    1. Random Number Generator (RNG) - Drop/success %
    2. Incremental Accumulation - collect 1000 currency, trade in for item
    3. Hard Limits -24hr HNM pops, Lockout timers, Top 3 Provisioners, etc.

    RNG is the most popular for developers, as it makes content repeatable, it adds an element of personal excitement to completing content, and it gives casual or first-time content uses a shot at obtaining an awesome item.

    Incremental Accumulation is good for players as they see progress towards their item, but it usually has to be paired with lockout timers in order to prohibit spamming (which players will do, regardless of if they are having fun or not). The other problem with I.A. is that players quickly begin to tire of spamming content and the game stops being fun -- which means developers are having to work overtime to create new content to keep people from getting bored. Casuals also will lose interest in a game where they have no chance to get an item without dedicating huge blocks of time to boring farming. Spam-able content also encourages the use of bots.

    Hard Limits are the least popular with players. They hate long lockout timers, they hate being the 4th provisioner, and they hate competing for HNM claims.

    **There is also a 4th option - that is Difficulty-based limits - [Making content exceedingly difficult] (Garuda, AV, etc) This is almost never used as an exclusive limit, as it means much more work for devs due to having to track down and fix exploits. In a game as complex as an MMO, there will always be exploits and once they are discovered, players will rush in and dominate the content, making it useless in a week. This means that devs need to constantly monitor the content to make sure that it isn't exploited, which diverts from creating new content.

    The devs use a balance of two or more of these aspects to put limits on endgame items like Relics, Darklight, or Multi-melded gear, and RNG is always part of it due to it is the least problematic overall.

    Complaining about RNG goes with the territory, but I assure you that nobody would want to play a game without it.
    (1)
    Last edited by Zantetsuken; 11-14-2012 at 01:43 AM.

  2. #112
    Player
    dbrewer225's Avatar
    Join Date
    Mar 2012
    Posts
    99
    Character
    Macus Blakkstarr
    World
    Famfrit
    Main Class
    Bard Lv 60
    zan u totally missed the point.
    (1)

  3. #113
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    This game is going to be for PS3... gotta remember some PS3 kids haven't touched anything big as an MMO yet... so have to be easy on them before they throw the controller at the TV it's good for all of us.

    If you want super hardcore MMO go try something else... heard Wizardy MMO in Japan is pretty messed up (as in hard on some parts)
    (0)

  4. #114
    Player
    Guevara's Avatar
    Join Date
    Oct 2011
    Posts
    454
    Character
    Guevara San
    World
    Ragnarok
    Main Class
    Monk Lv 50
    Pentha melded subligar FTW
    (1)

  5. #115
    Player

    Join Date
    Jul 2012
    Location
    Immortal Flames
    Posts
    49
    Quote Originally Posted by Kakaarato View Post
    Now that being said... Im just mad that I didnt sell them before this anouncement came out >.<
    yeah i understand ur pain, i knew about this 3 months before server close, but the casual term threw me off and i decided to keep my melds just incase there was still a chance of low turn out on trip or quads instead of sellin because hell, SE is nerfing gil anyway xD, so your not really losing out actually..... that said now i see what casual refers to... lol
    (0)

    In Game pic from Deus Ex

  6. #116
    Player
    elets's Avatar
    Join Date
    Aug 2012
    Posts
    26
    Character
    Elets Tsele
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    People with blind dumb luck at getting all the best gear of course are going to be mad.. OH NO!! you might actually have to play better/harder to get the great gear this time around. And like some people already stated.. just go for quad and penta melds. I'd rather see gear like the god drops from XI and NM HNM drops being the more "special" gear than gear you make, sitting on your ass alone in town, making. But I'm sure there will be some balancing of these aspects that we dont fully see/understand yet till we see it for ourselves. STOP SPECULATING AND WAIT FOR BETA/OFFICAL RELEASE.
    (1)

  7. #117
    Player
    Wyyote's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    243
    Character
    Lika Voss
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Reinheart View Post
    This game is going to be for PS3... gotta remember some PS3 kids haven't touched anything big as an MMO yet... so have to be easy on them before they throw the controller at the TV it's good for all of us.

    If you want super hardcore MMO go try something else... heard Wizardy MMO in Japan is pretty messed up (as in hard on some parts)
    In agreement, I don't think XIV is super hardcore. XI seemed like it was initially. XIV just seems to be more of a time sink really. Virtually everyone is able to complete all forms of content in this game, it's just variable how much time you throw at it.

    It comes down to having fun or not. I want to collect as much dark light as possible for my LS. But the entire groups still enjoys spamming AV/CC to get the drops, and we're having a blast on mumble while doing it.

    I don't think RNG is such a bad thing for the longevity of a game. I've had my share of bad luck spamming relic melds as well, I went 0/19 on the Obelisk. I was irritated, and broke. I went back at it after grinding some $ and went 3/4 on the Astrolobe. Certainly not an even pay off, but I was pretty happy with it. As a result of the bad melding I went out and earned enough Gil to buy my next 3 relics. Not something I enjoyed, but it beat the hell out if donating Gil to others. The point is I had a choice, and Ichose not to take the risk and be left with nothing.

    The key is people perceive RNG as not being fair, when in actual fact it's really the fairest form of content in games. It's a complete gamble each time you double meld, and some people just get lucky.

    I don't think all content should be RNG, and I certainly like the idea if you spam content long enough you can trade in totems etc for a reward. But I hope they leave drops like Darklight etc to RNG. It serves as a method to have players work together to outfit their linkshell. I for one like seeing the blue drop every few runs, but I'm there for the experience and fun.

    In ARR I don't really care how they proceed with rewarding items and melds. As long as people an invest whatever time they deem appropriate or worthwhile to get what they need it'll be fine. If it's too much time, or too high of a risk, then don't pursue it. Again it's the players choice.
    (2)

  8. #118
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    Quote Originally Posted by Zantetsuken View Post
    RNG is here to stay, sorry to disappoint everyone.

    There are 3 main ways that MMOs limit the accumulation of high end items/gear.
    1. Random Number Generator (RNG) - Drop/success %
    2. Incremental Accumulation - collect 1000 currency, trade in for item
    3. Hard Limits -24hr HNM pops, Lockout timers, Top 3 Provisioners, etc.

    RNG is the most popular for developers, as it makes content repeatable, it adds an element of personal excitement to completing content, and it gives casual or first-time content uses a shot at obtaining an awesome item.

    Incremental Accumulation is good for players as they see progress towards their item, but it usually has to be paired with lockout timers in order to prohibit spamming (which players will do, regardless of if they are having fun or not). The other problem with I.A. is that players quickly begin to tire of spamming content and the game stops being fun -- which means developers are having to work overtime to create new content to keep people from getting bored. Casuals also will lose interest in a game where they have no chance to get an item without dedicating huge blocks of time to boring farming. Spam-able content also encourages the use of bots.

    Hard Limits are the least popular with players. They hate long lockout timers, they hate being the 4th provisioner, and they hate competing for HNM claims.

    **There is also a 4th option - that is Difficulty-based limits - [Making content exceedingly difficult] (Garuda, AV, etc) This is almost never used as an exclusive limit, as it means much more work for devs due to having to track down and fix exploits. In a game as complex as an MMO, there will always be exploits and once they are discovered, players will rush in and dominate the content, making it useless in a week. This means that devs need to constantly monitor the content to make sure that it isn't exploited, which diverts from creating new content.

    The devs use a balance of two or more of these aspects to put limits on endgame items like Relics, Darklight, or Multi-melded gear, and RNG is always part of it due to it is the least problematic overall.

    Complaining about RNG goes with the territory, but I assure you that nobody would want to play a game without it.
    i'll take number two.
    (4)

  9. #119
    Player
    Guevara's Avatar
    Join Date
    Oct 2011
    Posts
    454
    Character
    Guevara San
    World
    Ragnarok
    Main Class
    Monk Lv 50
    Quote Originally Posted by Zantetsuken View Post
    RNG is here to stay, sorry to disappoint everyone.

    There are 3 main ways that MMOs limit the accumulation of high end items/gear.
    1. Random Number Generator (RNG) - Drop/success %
    2. Incremental Accumulation - collect 1000 currency, trade in for item
    3. Hard Limits -24hr HNM pops, Lockout timers, Top 3 Provisioners, etc.

    RNG is the most popular for developers, as it makes content repeatable, it adds an element of personal excitement to completing content, and it gives casual or first-time content uses a shot at obtaining an awesome item.

    Incremental Accumulation is good for players as they see progress towards their item, but it usually has to be paired with lockout timers in order to prohibit spamming (which players will do, regardless of if they are having fun or not). The other problem with I.A. is that players quickly begin to tire of spamming content and the game stops being fun -- which means developers are having to work overtime to create new content to keep people from getting bored. Casuals also will lose interest in a game where they have no chance to get an item without dedicating huge blocks of time to boring farming. Spam-able content also encourages the use of bots.

    Hard Limits are the least popular with players. They hate long lockout timers, they hate being the 4th provisioner, and they hate competing for HNM claims.

    **There is also a 4th option - that is Difficulty-based limits - [Making content exceedingly difficult] (Garuda, AV, etc) This is almost never used as an exclusive limit, as it means much more work for devs due to having to track down and fix exploits. In a game as complex as an MMO, there will always be exploits and once they are discovered, players will rush in and dominate the content, making it useless in a week. This means that devs need to constantly monitor the content to make sure that it isn't exploited, which diverts from creating new content.

    The devs use a balance of two or more of these aspects to put limits on endgame items like Relics, Darklight, or Multi-melded gear, and RNG is always part of it due to it is the least problematic overall.

    Complaining about RNG goes with the territory, but I assure you that nobody would want to play a game without it.

    for option 2 you mention that people get tired of spamming the content, but you don't mention this issue for option 1. The problem is there for both options, the difference is that with option 2, at least, you have a sense of accomplishment with every win cause you get closer and closer you your objective. Frustration comes from option 1.
    (3)

  10. #120
    Player
    Platinumstorm's Avatar
    Join Date
    Mar 2011
    Posts
    748
    Character
    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    The current melding system isn't really compatible with game balance.
    (0)

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