Why does RNG even exist?
That’s not “fair,” that’s “entitlement.”
I dont know about everyone else, but i personally think that if you spend more hours than someone else you should have more loot. If thats entitlement then whatever, i call it common sense game development.
I mean what is this…the tea party??
Anet as a developer have taken a direction to create a game based on CHAOS.
and the prove is RNG in skills.
The worst thing ever to do to a game.
I don’t care about rng in loot.
RNG in TP is totally wrong if someone paid Real money to buy something he/she should get it not have a chance to get it.
Loot is different than weapon damage.
The point of my analogy was that you don’t assign arbitrary numbers to “loot” anymore than you assign arbitrary number to weapon damage. Because that would be absurd. Because it wouldn’t be a game then.
You need to control rarity of the loot just like you control “random” weapon damage. To do it properly you need to know the statistical outcomes, and here we have a glaring mistake in calculations.
That is fair, since everyone has the same chance to get a rare item.
Haven’t we been over this fallacy already?
Random luck is the opposite of fairness.
And circling back to the debate at hand, by putting in systems that say “get this item for doing something x-times”, you force the grind on players.
Yes. And there’s no way this system can be out of the game, because each item already has its own intended rarity of acquisition, and that rarity is a means of controlling how often players get it.
I’m talking about an error in calculation that skews this intended “rarity” value. I’m talking about correcting a mistake that prevents the game from doing what it was intended to do.
RNG is slowly but surely killing the game. The more I see people kill Teq and get absolutely nothing in return for their time the more I come to realize just how disillusioned the playerbase is with the game.
And that’s the better outcome of poor RNG implementation.
The much worse scenario is that you end up with a lot of unhappy, frustrated and upset players who are still repeating the task in the vain hope that they’ll finally get “lucky”.
RNG needs to be greatly dimished and players need to feel like they’re actually progressing.
The fun part is, that’s what a properly-implemented RNG is supposed to do: to make people feel like they’re progressing and getting new stuff to play with.
It’s a gating mechanism that removes the itching sensation of “Alright, I need to do this task 1,000 times” and replaces it with “Hey! I got something! How cool!”
The irony.
Just because you spent hundreds of hours grinding does not mean you should be able to get a random drop. That’s not “fair,” that’s “entitlement.”
Are you actually serious?.. I wonder if you’d say the same about your paycheck, honestly… Would you?
Or how about “Just because you bashed this monster a thousand times over the head doesn’t mean it shouldn’t kill you?” Is that fair?
It’s just basic logic. Do a known task, get a known outcome. A → B. Logic.
If it was like that, what would happen to the people who have far less time to play? They should just kiss their chances for good loot goodbye? Very fair, that … A 1/1000 chance for everyone is fair, in the sense that we all roll on the same table.
Actually a fallacy I discussed earlier. Have a look.
You see all the people getting the lottery, you think the lottery system is flawed because you didn’t get it and someone else did? … And for the person who said that rolling a for a six on a die isn’t exciting, you don’t know how gamblers feel.
I didn’t buy this game to play a lottery, nor to gamble with my time. I don’t think anyone did. Even you. Because that would be absurd, and it wouldn’t be much of a game.
Over all the data across all the servers and players, the numbers average out, thus RNG is working as intended. It doesn’t care about individuals.
No comment.
Anet will never implement a system that doesn’t screw over a group of players while the other group gets hundreds of gold worth of drops for doing the same thing.
I have a friend that has gotten over 10 precursors both from mystic toliet and world drops. In my year of playing I have seen 1! and that was from Mystic. And that was after probably over 1k gold over a period of time.
The RNG in this game makes many people just hate playing in general.
Anet will never implement a system that doesn’t screw over a group of players while the other group gets hundreds of gold worth of drops for doing the same thing.
I have a friend that has gotten over 10 precursors both from mystic toliet and world drops. In my year of playing I have seen 1! and that was from Mystic. And that was after probably over 1k gold over a period of time.
The RNG in this game makes many people just hate playing in general.
You also have the folks, like myself, getting disillusioned over the perception (and I admit, it’s only perception) of severe unfairness in the RNG. A guildy I’ve been playing with daily has gotten a precursor every single day for the last 8 days. We play the same times, doing the same events. I’ve earned ~ 3 gold. He’s gotten 8 precursors. I’d say we’re both on the extreme of the “luck” graph – him consistently at the high end, myself consistently at the low end, since pre-launch.
More than any other factor in the RNG, THIS is disheartening.
To you guys who think P2RNG in a game is a good thing. You should go to Gaia, a site where extreme reliance on RNG has absolutely crippled the economy.
" Sure someone might get lucky on their first drop, but that’s the beauty of RNG. Someone might farm the same event over their lifetime and still don’t get the drop they want."
There is no beauty in rng.Its frustrating and annoying,badly implemented at best.Another reason I play gw2 in such a limited way.I have no desire to venture into areas which waste my time because there is little reward.Like all lab rats when I complete a task I want a goodie.I dont get that from gw2.One can’t even farm for crafting materials because drop rates are so poor.
Hypothetical:
I don’t know if anyone else experienced this, but i tend to get loot when i deal the last hit or stomp.
The damage you do at the beginning of a fight usually doesn’t determine a "tag"of the mob. (especially with conditions) only the damage you do at the end plays a factor, depending on how long the mob takes to die.
I can bring a mob down to 1/2 hp and back off to let my friends kill it yet won’t get a reward, or usually a lesser reward.
Does anyone know how the tagging system works in this game? especially in WvW.
E.A.D.
The RNG factor is honestly killing me.
It would be nice to kill Tequatl and be guaranteed something nice for my efforts. I’ve killed her almost every night for the past two months, and have a couple Runes of the Sunless to show for it. No mini (which I REALLY want) and no ascended weapons, while the same people are getting Hoards of Tequatl several times.
Recently, wanting one of the black lion weapon skins, I opened all my chests. I had about a hundred, so you can imagine how much money I spent… I got nine scraps.
That’s just a horrible way to treat customers. So I don’t buy keys anymore.