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  1. #1
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,463
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Kaurie View Post
    However, RNG in FFXIV is not used to make things seem more real, it's used to create very frustrating restrictions to reduce inflation. As MomomoMomi mentioned, it is one way to address the problem, but it is not the only way and certainly not the best.
    So what would be the best way then?
    • A grind like the unidentified token system, where you get one token each time, and it takes several to buy something nice with them?
    • A very low drop rate, where you get to complete it each time but have your RNG in a different mechanic?
    • A 1% chance to get in, again shifting the location of the RNG?
    • A puzzle that takes a handful of times to get down, then becomes faceroll?
    • A full run each time with common major drops, where they become worthless?
    • A level of difficulty that makes this casual content on par with ex primals or savage?

    They all have their drawbacks, and you can't please everyone with any of them.
    (0)

  2. #2
    Player
    Nezerius's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    1,714
    Character
    Rintha Elenah
    World
    Balmung
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Kaurie View Post
    RNG is a useful too for making an environment seem more real, because most real life experiences seem very random. In actuality, most things are not random, but they are the result of many different factors, too many to feasibly program into a game to give the same effect. So, in order to provide that sense, RNG is used.

    However, RNG in FFXIV is not used to make things seem more real, it's used to create very frustrating restrictions to reduce inflation. As MomomoMomi mentioned, it is one way to address the problem, but it is not the only way and certainly not the best.
    Good thing RNG isn't applied to every single bit of content in XIV then, right?

    I don't see anything wrong with the Aquapolis having RNG involved, because it's a feature based on the base concept of treasure maps.
    You know, the feature where you find a map, go to the spot marked on the map, and dig up a treasure. Sometimes you'll get something nice and rare, but it'd still be common not to receive a rare reward. That's the point of treasure maps, you don't know what you'll end up with.
    The Aquapolis is just like that, you don't know what you'll end up finding in there, what rewards you'll get, how many rewards you'll get. Sometimes you'll get to the 7th room, sometimes you'll only get to the 3rd room, sometimes you'll find a rare room instead of a normal one. Just like the map system.
    (0)

  3. #3
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by Kaurie View Post
    RNG is a useful too for making an environment seem more real, because most real life experiences seem very random. In actuality, most things are not random, but they are the result of many different factors, too many to feasibly program into a game to give the same effect. So, in order to provide that sense, RNG is used.

    However, RNG in FFXIV is not used to make things seem more real, it's used to create very frustrating restrictions to reduce inflation. As MomomoMomi mentioned, it is one way to address the problem, but it is not the only way and certainly not the best.
    You appear to have an issue with gaming in general if you're complaining about RNG. You've had horrible experiences with the Desire Sensor, haven't you?
    (1)

  4. #4
    Player
    Malakym's Avatar
    Join Date
    Feb 2012
    Posts
    53
    Character
    Malakym Sage
    World
    Excalibur
    Main Class
    Warrior Lv 60
    I'm not sure why when the RNG part of progression in Aqua is brought up, people keep saying "it's only bonus content, why does it matter". Why can't something be challenging, fairly implemented, repeatable and rewarding? We already do dungeons and raids repeatedly every day/week, what is the problem with having new content to add to that cycle to break things up? Nobody is asking that the thing just be a free ride to floor 7 every time and be showered with tier V materia, red scrip mats and Ultima ponies. Just put some damn thought into the RNG portion other than "oh you're not psychic? Too bad jackass, try again next time".
    (4)

  5. #5
    Player
    Nezerius's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    1,714
    Character
    Rintha Elenah
    World
    Balmung
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Malakym View Post
    Why can't something be challenging, fairly implemented, repeatable and rewarding?
    Good thing they're releasing Palace of the Dead in 3.35, right?

    Challenging? Check, Palace gets progressively more difficult with each floor.
    Fairly implemented? Check, every player starts at the same point in the Palace, gear from outside the Palace doesn't grant any advantage.
    Repeatable? I assume it's repeatable as often as you'd want.

    Whether it's rewarding or not is something that isn't known yet, other than the bits of info that state something about gear obtained inside the Palace being usable as glamour.

    As for puzzles, people would just upload guides on how to do every single puzzle, making them much easier to do after the first few weeks, forcing SE to balance the rewards.
    (1)

  6. #6
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Nezerius View Post
    ]
    As for puzzles, people would just upload guides on how to do every single puzzle, making them much easier to do after the first few weeks, forcing SE to balance the rewards.
    it is possible to design puzzles where the general way to solve it is known, but the exact way to solve it is not and requires you figure it out in the moment.

    I also don't see that as a bad thing in comparison to RNG doors.
    (2)

  7. #7
    Player
    Malakym's Avatar
    Join Date
    Feb 2012
    Posts
    53
    Character
    Malakym Sage
    World
    Excalibur
    Main Class
    Warrior Lv 60
    *and yes, I realize RNG is the ultimate form of "fairness", I suppose I actually mean fair to the poor soul (s) that will undoubtedly pick wrong at the start almost every time.
    (1)

  8. #8
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Indeed, instead of RNG, I'd prefer some sort of puzzle that gets progressively more difficult to complete as you go down levels (with less time to complete each puzzle).
    (2)

  9. #9
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Kaurie View Post
    Indeed, instead of RNG, I'd prefer some sort of puzzle that gets progressively more difficult to complete as you go down levels (with less time to complete each puzzle).
    We get this. But as another dungeon content.
    (0)

  10. #10
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kaurie View Post
    Indeed, instead of RNG, I'd prefer some sort of puzzle that gets progressively more difficult to complete as you go down levels (with less time to complete each puzzle).
    Ain't nobody got time for that.
    (2)

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