This threat has turned into quite the debate. Less than two weeks now, kittens.


This threat has turned into quite the debate. Less than two weeks now, kittens.
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy
I just hope that the Aquapolis and Palace of the Dead don't end up being as disappointing as Diadem... >w>()
I care less about the rewards and more about the game being rewarding to play itself.
No. They're complaining that they will fail, through no fault of their own. They failed because the game said they did. Nobody's asking for it to be handed on a silver platter. They want to earn it through their own merits, not because the game said "Here, you're really lucky today. You've earned this."
Last edited by MomomiMomi; 05-26-2016 at 06:52 AM.


I disagree with taking RNG completely out of it. Just making subsequent rooms harder would still probably leave them clearable by full parties, and then people would just enter with parties and have 100 percent clear rates... and then getting to the end wouldn't be special, rewards would have to be balanced, etc.
No, leave RNG involved in this. But maybe tone it down. Make it easier to get to the third or fourth room, but then make getting to rooms 5, 6 and 7 require way more luck. Then it's still casual content, but the RNG won't frustrate as many people.
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.


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.


Good thing RNG isn't applied to every single bit of content in XIV then, right?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.
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.
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