Thoughts from a game dev in the industry ...
" your opinion is just that you do not speak for us all i like the RNG system always have and will |
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"Somehow in mid-sentence you went from your usual RNG stance to 1) RNG and "the actual game" are equivalent and 2) RNG is worth defending (from the economy). RNG and "the actual game" are not the same thing. RNG is a part of the game; in most discussions, RNG refers to loot, which is part of the game's feedback to players. The entire game, like almost all games, is best described as a hierarchal series of loops, some big and some small; each loop consists of a cycle of 1) players modeling the game in their heads, trying to figure it out, 2) players acting on the game, 3) applying a set of rules, 4) providing feedback in the form of visuals and RNG-based loots, then back to 1) players revising their model. Thus, feedback is but a fraction of the game, and RNG is but a fraction of that feedback. Second, RNG doesn't need to be protected from the economy. Nor does the economy need to be protected from RNG (she's a tough gal and has absolutely no problem defending herself). Also, as a wise man once said, it is the other way around: The economy balances RNG. Although I'll add that the economy doesn't generate items, it merely redistributes them, and without farming it would have nothing to work with. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 30, 2016, 2:35:07 AM
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" xD "Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms." |
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" Fair enough. Would you like it less if it had elements of risk/reward and allowing players to somewhat control their fate, rather than seemingly pure-random? Yes this is a trick question. If your answer is "yes" then you probably don't like anything from RPG - all kinds - to basic D&D, where a Dragon tends to guard better treasure than a Goblin. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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In the work of fiction which has had perhaps the greatest influence on the medieval fantasy type of setting, the best loot in the entire world goes from being possessed by a random short hairy-footed dork originally from a rural village, to another random short hairy-footed dork from a rural village, to that random dork's short hairy-footed son, who also lives a rural village.
I can 100% get behind a tougher enemy giving players more rolls, and thus better loot on average, but it's a little crazy to believe that the tougher enemy should ALWAYS have better loot than a weaker one, because then 1) from a gameplay perspective, everything weak would be even more boring than it already is, and 2) it just doesn't line up with the pseudorandom distribution of goods which permeates our real world to such an extent that it permeates our fiction as well. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 30, 2016, 1:05:20 PM
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"That was pretty much the purpose of Forsaken Masters. Take some of the rng out and let players have deterministic crafting. And I think it eliminates at least some of your arguments criticizing rng. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" actual implementation is still to be decided. more rolls or not. better loot ranges/tables or not. biasing of existing randomization or not etc'. sadly, there is no "magic formula" to risk/reward. every game should have its own version which fits it. for example Grim Dawn's system which I pretty much worship at this point, cannot fit PoE simply because there are no "factions" and there are no relics, specifically-themed crafting materials or monster-themed items. also - and this is a very old anti-risk/reward argument I actually agree with - PoE is probably the single toughest game when it comes to answering the question, what is "harder" anyway? the sheer amount of possible builds is just staggering... and well some can face-tank Core Malachai which is just insane, and heck I'm not even mentioning that guy named Mortezzah. but I believe if there's a will there's a way. and as Mark just said, GGG already did some steps to give more power to the players. I appreciate these steps, but would like more of the same. maybe we can take one page out of Grim Dawn's book, which in my opinion is best described as: the more stuff you have in your content, the relatively easier it is to make RNG fun for the player, rather than feel like nine circles of randomized punishment. Divine Comedy of our lord and savior RNGesus. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Mar 30, 2016, 2:37:02 PM
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" I would like to add, that the situation of tougher enemies providing more and potentially better loot is pretty much what we currently have. I am primarily referring to rares and bosses in lvl 82 maps. They drop ilvl 84 bases, which is something worth pointing out. This also applies to the first ilvl 74 bases the player gets his hands on. Most likely, they are boss/rare drops. What counteracts this "phenomenon" and its perception is sample size. Maps *can* have over 1000 enemies, comfortably at times. So all things considered, the question is, how often do you get to kill a rare, or a map boss in comparison? Encounters with certain rares might stand out gameplaywise, and are more "memorable". But these encounters account for far less than a 200th of any players actual "bodycount", unless you are so rich that you can slap on "Nemesis" all day. Bottom line is: Bosses and rares do have better loot and possibly better rolls on average, but we do not quite perceive it that way, because the time between these encounters is relatively long, with a lot of things happening in between. [quote="ScrotieMcB"]It's just, like, people's opinions, man.
But I cannot respect motherf♪♫♫♪rs calling something a simulator, when it isn't one.[/quote] Mors edited this post first. |
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" players already oneshot t15 8 mod maps while 5 others collect loot. even more power? mm. ok. No rest for the wicked
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" "power" meaning "control" or "illusion of control" in this context. feeling like one's actions influence one's "luck". one-shots? hah I'm usually at the receiving end of those. and... what's a t15 map? Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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