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  1. #1
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Rng is rng and people are retardedly biased when it comes to their "luck" if you have played enough machinist you will have as many good streaks as bad streaks but you will only remember the bad ones and then come to whine here. It's not that square has bad "rng system" or whatever, that is just retarded. The chance is 50/50 and you can prove it.
    (3)

  2. #2
    Player
    Kryzen's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Mazus Valefor
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Samsta View Post
    The chance is 50/50 and you can prove it.
    its 50/50 given infinite tries. Players don't care about their overall probability being 50/50 they care about their current statistics in the current fight.
    (0)

  3. #3
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Yeah, but they need to understand that they will have good and bad rng in fights and that can't be helped.
    (1)

  4. #4
    Player
    Kryzen's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Mazus Valefor
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Samsta View Post
    Yeah, but they need to understand that they will have good and bad rng in fights and that can't be helped.
    very true. I think SE should just remove the probability mechanics and adjust the damage accordingly, if at all. It really would make the class feel much nicer outside of cooldowns.
    (0)

  5. #5
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Kryzen View Post
    very true. I think SE should just remove the probability mechanics and adjust the damage accordingly, if at all. It really would make the class feel much nicer outside of cooldowns.
    You're not familiar with the Skinner box, I take it. This is the rare situation of skinner-boxes being used correctly. While the advent getting good RNG feels good, having it being used as a challenge point, and not a simple reward point, actually forces adaptation in what would otherwise be routine play. Maybe you were waiting on a proc to get enough mana for a full combo between the phase change, but now that proc didn't come. Now you have to decide if you've enough time for another spell, or do an partial burst before your window closes on you, or to simply hold it and use it for an opener.

    Here, the random reward adds an element of unpredictability to something that would otherwise fall to the routine, and lost its novelty more quickly - especially seeming every other combat mechanic outside Job Mechanics has a very limited amount of Randomization added to it. Each fight is heavily scripted to flow a certain way you're supposed to follow and once that fight is down, the farming will quickly become monotonous. It's these small chaotic elements that will help keep combat engaging long after the fights themselves lose their natural retention.

    You may say you want something mores standard, but the numbers don't lie. Skinner-box mechanics keep people hooked longer, even if it's seen as a cop-out. The fact that they're beginning to take out of reward systems is a good step. But I don't think it needs to be removed from combat mechanics - as right now they're the only thing keeping combat from very quickly becoming monotonous.
    (1)