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  1. #1
    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 Thunda_Cat_SMASH View Post
    It is, however, nearly identical. In the case of rng based loot drops, your progression is wholly and entirely dependent on RNG to give you the item you need with the stats you want to progress. Similarly, having levels increase based on RNG is, again, leaving the entirety of your progression up to the whims of the Desire Sensor. Why is it OK for one form of progression to be rng locked, while another form isn't?
    No, it would be identical to randomly gaining tomestones, not randomly gaining gear. If you want an equal comparison, the RNG experience system would give you a level when successful. Talaren also added in "at a very low rate" which is not a requirement of an RNG system, but was a requirement for the comparison - further differentiating the analogy.
    (3)

  2. #2
    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
    No, it would be identical to randomly gaining tomestones, not randomly gaining gear. If you want an equal comparison, the RNG experience system would give you a level when successful. Talaren also added in "at a very low rate" which is not a requirement of an RNG system, but was a requirement for the comparison - further differentiating the analogy.
    But what do tomestones have to do with a purely rng based loot drop progression system? The system you're proposing has no tomestones, so progression is wholly linked to rng. How is that any different from gaining levels at random when you complete content? It isn't.
    (0)

  3. #3
    Player
    NolLacnala's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    656
    Character
    Nol Lac'nala
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Both are junk. Random plus token like ex primals best!
    (1)

  4. #4
    Player
    vp_cmc's Avatar
    Join Date
    Aug 2013
    Posts
    372
    Character
    Tee Hee
    World
    Cerberus
    Main Class
    Bard Lv 80
    But if we use leveling analogy for tomestones, it means, that you can only have fixed amount of exp per week. Say, 15% per week. It's not like it is now for leveling also.
    (2)

  5. #5
    Player
    Frowny's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    396
    Character
    Rai Dolabnha
    World
    Faerie
    Main Class
    Lancer Lv 90
    We have this system. It is A9-12.
    (0)

  6. #6
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    An rng system without low rng won't do much to keep people playing, so it's an entirely natural caveat to make, if one that doesn't need to be explicitly stated. I personally can't even think of someone that doesn't equate rng based systems with low rng. As for the analogy, exp in a system when levels are obtained at random are completely arbitrary. The crux is that the progression is locked behind an RNG wall, which isn't something everyone enjoys. As for frequent small upgrades... what's the difference between tomestones and your suggested high rng system, besides forcing players into content they might loathe doing for the sake of a 1 in 10 chance to win a bit of progression?
    (0)

  7. #7
    Player
    Brill_'s Avatar
    Join Date
    Jun 2014
    Posts
    531
    Character
    Squires Ailith
    World
    Siren
    Main Class
    Pugilist Lv 90
    I'd be fine with tomestones if it was more interesting. The only efficient way to farm tomes is expert roulette. Running the same 2 dungeons over and over is boring. More fun ways to grind tomes and I'd be ok with it. RNG can be unforgiving. In alexander normal, needed 1 more bolt last week to finish off my set. Rolled a 95 on my first run and lost. Rolled on 9 more bolts and didn't get anything higher than a 14. Then there's the 24 man raid option, but again, due RNG, the same item will drop over and over instead of a variety. Good chance you'll never see the item you want even drop.
    (1)

  8. #8
    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 Brill_ View Post
    I'd be fine with tomestones if it was more interesting. The only efficient way to farm tomes is expert roulette. Running the same 2 dungeons over and over is boring. More fun ways to grind tomes and I'd be ok with it. RNG can be unforgiving. In alexander normal, needed 1 more bolt last week to finish off my set. Rolled a 95 on my first run and lost. Rolled on 9 more bolts and didn't get anything higher than a 14. Then there's the 24 man raid option, but again, due RNG, the same item will drop over and over instead of a variety. Good chance you'll never see the item you want even drop.
    Indeed, I'd like to see the personal loot system that WoW has added adopted here. For reference:

    Under personal loot, players do not directly roll on items; instead, the server chooses a number of players (based on group size) and awards them a random item for their spec. Mounts can also be won via this method from bosses that drop them. A window will appear telling all players what items dropped, and who received them. Gear awarded in this manner is not tradeable. [this gear is tradeable for a short time, actually - not sure why the wiki said that]

    The Bonus Roll system, also introduced in Mists of Pandaria, uses this loot type as well. Players in possession of a specific token, such as a [Mogu Rune of Fate], when they kill a boss in the associated raid will be given a chance to spend the token for another try at loot from that boss. This can be done on any difficulty as well as on world bosses. The chance of obtaining loot from a boss drop is currently theorized to be approximately 15% (equivalent to an average of 3.75 items from a 25-player kill), but this has not been confirmed.
    (1)
    Last edited by Kaurie; 12-02-2016 at 08:36 AM.

  9. #9
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    I typically prefer random drops (more accurately, loot tables specific to dungeons/bosses) for stuff I can run as much as I want, and tomes (or a similar eventually you'll get a thing system) for things with longer lockouts - mostly because I spent 9 straight months trying to get an item in a raid in another MMO that dropped off a final boss (with like 8 or 9 required bosses to get there) without seeing it drop at all, much less win against others trying to get it.

    I admit I'm a bit biased against random drops in once a week content style situations due to that, even though it's been years since that happened.
    (0)

  10. #10
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    At the end of the day, when I have run a certain piece of content X amount of times to get item Y, I want to have item Y. No ifs, but buts, no maybes, no 99,999% probability - certainty. This is why I value token systems over RNG. And no matter how the loot system is set up, this is what I would like to see in all content, be it dungeons, 24 man raids or whatever. After putting in an appropriate amount of effort, I want my just reward. Plain and simple.

    The rest, well...I don't really care that much, truth be told - the important thing is the insurance. I've simply made nothing but bad experiences with RNG, luck, chance, fate or however you wanna call it and loathe it like the plague.
    (1)

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