New Tequatl: Please Consider the Rewards
currency is better then rng. Plus you dont have to store it in your bank anymore its with you all the time. I know too much currency is bad but its simple and is specific on what you need to do for what you need to spend on.
Currency isn’t fun. RNG is more engaging because it can happen at any time, not after a calculated amount of time saving up your pennies. That stuff is for real life budgeting, not a fantasy video game. You may enjoy chores, not me.
RNG will never be fun. I have 2k hours on my war with 0 precursor drop. If i had a currency i could have bought the precursor at a set amount of time. RNG is stupid and only encourages people to do repetitive kitten to get something they want. RNG is a bad deal. Ive played games where it was hard to get the super cool drops but in this game its a miracle if you pull a precursor. RNG promotes dull gameplay and this game cant use more of that it is already a chore to do some of the stuff ingame.
RNG will never be fun. I have 2k hours on my war with 0 precursor drop. If i had a currency i could have bought the precursor at a set amount of time. RNG is stupid and only encourages people to do repetitive kitten to get something they want. RNG is a bad deal. Ive played games where it was hard to get the super cool drops but in this game its a miracle if you pull a precursor. RNG promotes dull gameplay and this game cant use more of that it is already a chore to do some of the stuff ingame.
So you enjoy making a checklist then doing your chores to get your allowance each week in your video games? Not me.
The act of surprising the player is a key tenet in good game design. Currency lacks every single ounce of that.
So you enjoy making a checklist then doing your chores to get your allowance each week in your video games? Not me.
The act of surprising the player is a key tenet in good game design. Currency lacks every single ounce of that.
why not having both? A random chance and token for people who have bad enough luck and don’t get it at the mathematical droprate. I mean: droprate at the dragon-tickets was (I think) so that you need 1000-2000 coffers to get one. Some guys didn’t get one after opening 6000 coffers. If those guys would have gotten 1500 token and this would have been the price for the ticket – it would have been much userfriendly.
So you enjoy making a checklist then doing your chores to get your allowance each week in your video games? Not me.
The act of surprising the player is a key tenet in good game design. Currency lacks every single ounce of that.
why not having both? A random chance and token for people who have bad enough luck and don’t get it at the mathematical droprate. I mean: droprate at the dragon-tickets was (I think) so that you need 1000-2000 coffers to get one. Some guys didn’t get one after opening 6000 coffers. If those guys would have gotten 1500 token and this would have been the price for the ticket – it would have been much userfriendly.
This is pretty much the ideal scenario.
Random drops are fun when you get the big prize, but frustrating when you don’t get anything. Pairing random drops with some sort of progress bar (whether that’s done as currency, a literal progress bar, or what have you) is the best of both worlds. It means you get the chance to feel like you won the lottery without the despair of bankrupting yourself on lottery tickets.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I like RNG in this situation. Please don’t screw it up. Lets keep it. Its fun to have RNG in these situations because if you do get the reward, it feels special!! And if yo don’t well it gives you something to come back for.
How can you feel special based on luck? You have nothing to do with it. If you need to feel special in the game, how about it being based on your skill.
I like when I have achieved something in a game purely based on my skill. Learning how to take down the boss. Using tactics and techniques to succeed on a mission. Even using non-combat approaches to achieving the objective. Luck is not an achievement.
So you enjoy making a checklist then doing your chores to get your allowance each week in your video games? Not me.
The act of surprising the player is a key tenet in good game design. Currency lacks every single ounce of that.
why not having both? A random chance and token for people who have bad enough luck and don’t get it at the mathematical droprate. I mean: droprate at the dragon-tickets was (I think) so that you need 1000-2000 coffers to get one. Some guys didn’t get one after opening 6000 coffers. If those guys would have gotten 1500 token and this would have been the price for the ticket – it would have been much userfriendly.
This is pretty much the ideal scenario.
Random drops are fun when you get the big prize, but frustrating when you don’t get anything. Pairing random drops with some sort of progress bar (whether that’s done as currency, a literal progress bar, or what have you) is the best of both worlds. It means you get the chance to feel like you won the lottery without the despair of bankrupting yourself on lottery tickets.
Only thing worse than currency? Progress bars Seriously, there’s nothing adventurous or spontaneous about that.
The skin from Tequatl should be accessible only by killing that particular beast, not from saving up and buying it from a vendor (why would some random vendor have Tequal’s rare item “in stock” anyway? If it’s supposed to come from a creature of epic proportions…)
Also, it’s ok if not everyone gets everything.
Only thing worse than currency? Progress bars Seriously, there’s nothing adventurous or spontaneous about that.
There’s not supposed to be. It’s so you have a predictable level of reward. You control how difficult it is to achieve the reward by throttling the rate of progression, thus keeping the item out of the hands of those who don’t care (unless they get a lucky drop) while allowing those with the dedication and desire to work towards it.
The skin from Tequatl should be accessible only by killing that particular beast, not from saving up and buying it from a vendor (why would some random vendor have Tequal’s rare item “in stock” anyway? If it’s supposed to come from a creature of epic proportions…)
Who said it had to be a vendor? Maybe you can use the Mystic Forge. Maybe he drops a unique crafting component. There are all sorts of ways to put it in the game that would make sense in context.
Rolling the dice is not legendary. Lucking out is not an accomplishment. It doesn’t display skill or dedication or tenacity. It’s also not a bad way to hand out these items as long as it isn’t the only way, because then it’s going to cause substantially more frustration than joy. This is a game, intended to be a fun activity. Games that are trying to be fun should never, ever do that.
Also, it’s ok if not everyone gets everything.
Nothing I’ve said disagrees with that in the slightest.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
(edited by Blaine Tog.8304)
considering the release is almost imminent i doubt theres going to be any reward changes to it, i’m sure they have already considered all the possible choices and are happy with what it has ended up being. i’d like to assume you would at least get one or a few ascended materials (of which there are several to collect) for at least your first attempt everyday, but who knows.