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  1. #11
    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 StouterTaru View Post
    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.
    I would say all of those are better. However, my personal opinion is a puzzle would be best. That is actually a form of game and requires skill/thought to complete. It becoming something that you learn and becomes "faceroll" is no different than learning/mastering any game. I fail to see why mastering a puzzle is even in the same ballpark of poor game-design as an RNG system that decides if you get to move on or not.

    Quote Originally Posted by Thunda_Cat_SMASH View Post
    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?
    I feel the need to respond, as you directly quoted me, but I must admit I don't understand you. I do not have an issue with RNG, nor gaming in general, but I do have any issue with poor game design. Poor game design is when things are added that address a symptom rather than a cause, or when things are added that create more problems then they solve, or when they are not designed with 'fun' in mind. I have 0 idea what you mean by Desire Sensor. Is that actually a thing, or a joke, or...?

    Quote Originally Posted by Nezerius View Post
    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.
    I am fairly certain nearly everything in the game has RNG. In fact, every piece of content should have some form of RNG added. The issue isn't the existence of RNG, it is the use of it. Having RNG decide 100% whether you get to continue or not is not a fun experience. Having RNG decide whether something loads, or an event happens etc is a good use of it.

    As for your talk on treasure maps, yes, I am aware what they are. I've always found them to be a waste of time and a waste of potential. We used to do maps-days in my FC which were great fun, but the actual content wasn't, unfortunately. As for the use of RNG, where sometimes you get something nice and rare, this is a decent (not amazing, but decent) use of RNG.
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    Last edited by Kaurie; 05-26-2016 at 08:08 AM.