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  1. #1
    Player
    Jokerz_93's Avatar
    Join Date
    May 2020
    Posts
    121
    Character
    Tora Noyama
    World
    Phoenix
    Main Class
    Lancer Lv 100

    Roulette System Rework Idea

    WARNING: If you are here just to skip everithing I'll save your time. There's nothing for you here.
    No drama, no whinning, no rants.
    Please do not bring any of that here.


    Continuing.....

    In the past couples of months I thought about a way to improve how the roulette system works keeping in mind their original core and functionality.

    TL : DR

    “In the idyllic world of unicorns and ponies, players log into the game, open a module they want to q, see what groups is in bonus and q for that one.
    If q is taking longer and they just don’t have “time”, they can clear they registration and use the override mode.”


    Long Version:
    Roulettes has a duplex purpose, or key points:
    -helping new players.
    -farming exp/tomestone.

    It’s a fact that now, at 7.41, there are many contents between dungeons, trials, normal raids and alliances from which the system will choose just one.
    Also, the roulettes give the ability to the player to re explore old dungeons and raids and get that feeling of nostalgia that help them to just take a brief look back and see how far we’ve came..

    Before I start my explanation of how I’d improve the roulettes system I want to ensure that I don’t mind running ARR contents…once in a while. I sometime create a new chara just tu run ARR MSQ and its contents.

    The improvement I thought keeps both key points valid.

    For starts, this new hypothetical system would retain the subdivision into Leveling, Normals, Alliaces modules as it is now, where the ideas are integrated into seamlessly. Those subdivisions I’ll call them “modules” for better understanding.

    The first thing is to subdivide all the contents except for Expert, Level Cap Contents, MSQ, Guildhests and Frontlines, by expansions and put them in to groups within they respective module.

    Let’s say by now we would have:
    ARR+HW group (level 16-60)
    SB+ShB group (level 61-80)
    EW + DT group (level 81-100)

    So the leveling module would have 4 different groups within it.
    This is also applies to Normals module and so forth.
    Each day the system choose one random group for each module and assign it a multiplier bonus to exp earned and tomestone obtained, like custom deliveries works.
    The rewards assignment is based on priority or parenting.
    Groups are the child that can determinate just the bonus while the actual ammount of rewards are handled by module, the parents.
    In this way once the module has been completed it cannot reward anything more than what it already does with the current system.
    This behaviour is transposed to all modules individually.
    For instance Leveling module could have group 2 in bonus while Normals module could have group 1 in bonus.

    Continuing...
    (1)

  2. #2
    Player
    Jokerz_93's Avatar
    Join Date
    May 2020
    Posts
    121
    Character
    Tora Noyama
    World
    Phoenix
    Main Class
    Lancer Lv 100
    Notes:
    • Minimum requirements are still valid as they are now, meaning a player can submit the request for a selected groups IF those requirements are full filled (eg minimum iLV/LV/unlocked duties etc.).
    • Minimum required level needed to register for a specific group has to be adjusted accordingly to the second lowest content of that group.
      For instance: If a player is level 61 they cannot register for the SB-ShB Leveling group since the second lowest duty of this group is 63 (The Fish Lizard Princess Palace).
      This is due to the fact that the roulette system works when at least two duties are valid and the player can register for both of them.
      The same structure can be applied to Trials modules which are valid at 67(SB-ShB) and 89 (EW-DT) player level
      For Normals Module the minimum requirment is set to the cap level of the lowest level cap of that group (E.G. for SB-ShB it is 70, while ARR-HW is set to 60)
      ARR-HW groups behave like the usual for Leveling Modules and Trials (iirc trials roulette is unlocked at level 50).
      Alternativly the system could pull extra duties from lower groups if these requirments can be too challenging to implement.
    • If a module has been completed by selecting a group that was not in bonus, the group that would handle the multiplier bonus cannot reward anything more.
      (Once you get your rewards from a module its value is set to zero, so zero times whatever bonus was, is still zero).
    • Bonus multiplier affects also the Adventurer In Need rewards.
    • Bonus multiplier is added to incentive players to use the system and be awarded by it, execially for lower tier groups like the ARR-HW.


    Pros and Cons:
    Pros:
    • Player are able to decide the range of contents they are getting.
    • Player can experience a more variety of contents within each section while giving to the same an incentive.
    • Players can help other players further in the game more frequently.
    • The overall levelling progression is almost unchanged as well the overall roulette system.

    Cons:
    • Expected queue lenght is increased for each section. This could easily mitigated by implementing an override option which allows players to queue sections using the actual system, turning this point into a “pro”. It’s more about the player choice and not the RNG. Group bonus can be still applied if this override mode is used when the content popped meets the requirements.
    • More buttons to press means it’s easily to misclick. In a world where customer brain is rotting (mine more than others) it’s crucial to implement this system along an intelligent and clear UIX.
    • New players can feel that this system works against them, when the truth is that both sides have they needs and should be respected equally.

    Continuing...
    (1)

  3. #3
    Player
    Jokerz_93's Avatar
    Join Date
    May 2020
    Posts
    121
    Character
    Tora Noyama
    World
    Phoenix
    Main Class
    Lancer Lv 100
    So my last thoughts.
    Whenever one thinks about anything they feel what they are suggesting is the best course of action and I'm not immune to that.
    The fact that I posted this here is to see where are the flaws that I can't see cus surely there are some leftovers.

    For my knowledge It shouldn’t be challenging to implement this system, coding-wise (although the spaghetti pipeline could be an obstacle) since it mostly relies on already existing built-in codes but I’m not a programmer hence the “shouldn’t”.
    Honestly I'm struggling to think how players could use this system in a way it isn't suppose to be because it isn't really something new, at the of the day.
    It just gives more flexibility to the way a player can approach to dailies duties.
    One may ask:
    "Why should I use this new system when it comes with an ovveride mode integrated which restore the "vanilla" experience".
    The answer would be:
    "It's simply your choice. Your time. Your enjoyment."
    It's the whole point of all of it.
    It's not anymore that a player is forced by a "random" system to have to run the same content over and over again.
    It solves, in part, the stupid mentality "you dont have to queue" cus it's so fucking untrue.
    Tomestones, relic relative-items now more than ever are tied with the roulette system and the enjoyiment of one player is not worth, or better, it's equally valid to the other.
    This system is an attempt to bring balance to both faces of the same community and keeping the experience designed by SE the same.

    Well, I think that's all.
    If you were able to reach the end, GG.
    Thank you for your time and if you have any consideration please do so in a constructive way (doesn't mean you have to agree with me or the others, the point is the opposite in fact as stated before).

    Side notes: Im not a usual user of the forum so manly this post is just a bottle in the ocean...may someone pick it up and bring where it belongs!
    (1)