An Addendum to the Current RNG System

An Addendum to the Current RNG System

in Guild Wars 2 Discussion

Posted by: Arshavir.1652

Arshavir.1652

The issue of Magic find (via luck, acheivements, and boosts/consumables) versus the random number generator (RNG) drops has been an issue discussed in game and on the forums a number of times. There have also been several excellent posts on this matter, such as this one and some of its replies:

https://forum-en.gw2archive.eu/forum/game/gw2/There-is-Luck-and-then-there-is-RNG-Luck/first#post2922268

[Refer to this for an introduction to the RNG system:
https://forum-en.gw2archive.eu/forum/game/players/What-is-RNG/first#post3058484 ]

However, with areas such as Dry Top and the ‘unidentified fossil insect’ issue, where some people are not even getting on in hundreds of unlocked chests, I believe an additional system should be warranted. At any point that I may be incorrect in what I am writing, please let me know. I simply wish to have an constructive discussion to understand the current system and see what alternatives may be possible for implementation without excessive work on the developers side.

The RNG system does have some merits that it does make certain pieces of equipment actually present a level of uniqueness to the game. There is a reason Legendary weapons are called such. However, in the case of areas like Dry Top and especially with account bound items, I believe this can be adjusted by making either:

A) a staggered system to improve RNG over the course of several requirements
or
B) a finite approach to a differential equation which would incorporate the RNG numbers with several improvable requirements

To start with, factors that should be included to either system should be decided. These should not privileged someone based on player wealth or general time played to date as to disadvantage anyone arbitrarily. This system should also be designed as to easily be implemented in future zones with similar systems to Dry Top in order to make implementation worth while. Others are welcome to add ideas to this, but this is what I’m thinking at the moment with an order or decreasing importance:

- The number of chests opened thus far
- The number and potentially type of events completed in the zone
- A potential black lion item with a limited time boost. [This would not only generate ANet more revenue (after what NCsoft takes off the top) but would also further encourage such as system to be adapted.]
- The player’s magic find. This is least important so those who bought their way to 300% will not have too large of an advantage.

This could then be created into either of the two systems described above, gradually increasing favor to players.

Ideally this may even be linked only to account bound items so those who really want to obtain something, such as the ambrite weapons via the ‘unidentified fossil insect’, but can not play as much as others, will have a better chance as they continue to search chests. For items that can be placed on the market place and effect the economy (such as precursors), perhaps a similar system could be implemented, I believe should have this as a secondary thought and a much lesser concern. The additional advantage to account bound items only getting such a system is that it not only discourages hackers and account thieves but instead encourage players.

Please feel free to add any thoughts, additions, or ideas. Just please try to keep it constructive so we may have something useful to show and talk to developers about.

(P.S. Encouragement posts just to keep the topic alive here and there are also welcome!)

(edited by Arshavir.1652)