Dungeon recipes RNG and YOU !
RNG should only be implemented as follows:
ANet sit around a table and ask “What is the most absurdly high amount of times that someone can be expected to <do thing> before it becomes ridiculous that they haven’t gotten <thing> yet?”
For example: “The chance of getting a Permanent TP from BL Chest is 0.001% therefore it takes 10000 chests on average to get one. So if someone hasn’t gotten one after 20000 chests that person is having a really bad day. So for every chest opened the person gets 1 token and the Permanent TP will cost 20000 tokens.”
This should be in place for every single RNG event, you have a chance of getting everything and also a definite token which can be used to purchase all random items at the cost of double the average drop rate.
- This would keep things rare.
- Give people who don’t like gambling a definite cost of items, avoid situations where someone gets 6 rare items which they don’t want but never the 1 rare item that they actually want, and 6 people never get the 6 rare items the first person has multiple copies of.
- Make RNG annoying but not soul destroying.
- People are still capable of being surprised by being lucky.
Most people are fine with rarity, they’re fine with randomness, they’re fine with ‘putting the hours in’.
But what, I believe, most people hate (!, hate hate hate hate) is that feeling that no matter how many ToT bags you open, no matter how much money you spend, that there is no upper limit to unluckiness. And you know that some people open 5 bags and get something they don’t really value that you’ve opened 20000 and have not gotten.