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  1. #29
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Granyala View Post
    Agreed.
    Only lucky people argue in the favor of frustrating RNG anyway.
    Or people who love to be hurt. .

    Although there would be cases where RNG is nice, for example imagine critical hits running on a cycle rather than being random. 10% -> every 10 hits is a critical. People would load up criticals and you would create a really weird meta game. However, in a pure %/RNG system you could get someone hitting all 10 critical hits in a row and owning someone only due to luck, that is were you could introduce weight %s that feel random but also reliable (will drop % as too many happen, boost % as too few happen - this system may be in place already for criticals as I haven't cared to check, but it is an example you can apply to loot too).

    Of course there are a lot of ways to tighten the band or at minimum lower the crappier end of the stick. My example for novus without changing the system to much was that each failed materia leaves behind a dust/powder of that materia type and grade you can use to help affix the next materia (so you're limiting the break to a chance that if happens you won't likely see again thanks to the dust of the previous materia).
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    Last edited by Shougun; 09-25-2014 at 01:37 AM.

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