Equipment, a lottery.
Posted: 26 Jan 2022 02:54
There is a saying in my language that translates to "Lucky in games, unlucky in love", that we frequently quote with great passion and envy at those who win at games left purely to chance. There are many who enjoy games of chance, and some of them even win often. Me, I never win at games of chance, because I never play them. I never play them because it doesn't involve any skill, attribute, ability, item or what have you. When a game is 100% left to chance, it's a boring game, a game I'd avoid. Like Yahtzee. Fuck Yahtzee.
Genesis is not a game of chance by nature, but I find myself coming up short daily, sometimes many times a day.
Today I've been feeling a little woozy, so I made a mistake. I stupidly left my computer for 13 hours while my character was standing in a room waiting for a mob to spawn. Obviously this was a risky mistake to make, but it nevertheless happened and I felt kinda embarassed.
Anyway, while I was standing there the mob spawned seven times, people came and killed it and got no reward for it. So even if I had sat here on my computer and actively tended the mob's presence as patient as humanly possible, I would still get no reward in 13 hours?
People, this system has got to go! The idea of making equipment hunting a game of chance has been proven to not work. What happened to skill or size requirement, sense of accomplishment, making friends and gather them to form a temporary hunting party to get a legendary item?
All of these reasons to play, reduced to a toss of the dice? No. Bad design. Bad. Bad.
Again, I dislike notes that only point at a problem without suggesting options, so.. here goes:
Increase the difficulty of the mobs themselves while greatly increasing the spawn rate.
But Nils, how difficult should said mobs be then? If they're too easy we'll flood the game with items and if they're too hard then nobody will get their hands on them.
Yes, you're absolutely right. So imagine yourself as a player then (I know this is hard for some..). One of the ground rules for grinding has always been that a team of 3 is perfect, 4 is ok but meh and 5 is too many, but with some exceptions can be made if bringing along one or more much smaller players.
So there's a theoretical minimum requirement. 5 players.
Ofcourse there are variations here too, one could say that size of said 5 players doesn't matter, just that they have to be 5. Another would be that they'd have to be 5, but also myth, depending on the reward. Also, in some cases, the size of the team could dictate the actual item spawned, if said mob had options.
Have the mob spawn only with the item, but spawn less frequently.
I like this one less, for several reasons, many of the mobs being quest-givers is one. It still makes one travel stupid long distances only to find the room empty. Meh. Discard.
Fixed spawn rates
Currently the spawn rate of items is directly related to the amount a mob is killed. In case of very good items, the mob is rarely alive more than a couple minutes before it meets it's maker, and as such the spawn rates plummet and the game becomes a boring game of chance.
Fixed spawn rates, albeit low, at least keeps "campers" from lowering the odds for others. It's still shit, but less shit than the current.
Feel free to agree below! Or not.. Debate is good. Yes.
Genesis is not a game of chance by nature, but I find myself coming up short daily, sometimes many times a day.
Today I've been feeling a little woozy, so I made a mistake. I stupidly left my computer for 13 hours while my character was standing in a room waiting for a mob to spawn. Obviously this was a risky mistake to make, but it nevertheless happened and I felt kinda embarassed.
Anyway, while I was standing there the mob spawned seven times, people came and killed it and got no reward for it. So even if I had sat here on my computer and actively tended the mob's presence as patient as humanly possible, I would still get no reward in 13 hours?
People, this system has got to go! The idea of making equipment hunting a game of chance has been proven to not work. What happened to skill or size requirement, sense of accomplishment, making friends and gather them to form a temporary hunting party to get a legendary item?
All of these reasons to play, reduced to a toss of the dice? No. Bad design. Bad. Bad.
Again, I dislike notes that only point at a problem without suggesting options, so.. here goes:
Increase the difficulty of the mobs themselves while greatly increasing the spawn rate.
But Nils, how difficult should said mobs be then? If they're too easy we'll flood the game with items and if they're too hard then nobody will get their hands on them.
Yes, you're absolutely right. So imagine yourself as a player then (I know this is hard for some..). One of the ground rules for grinding has always been that a team of 3 is perfect, 4 is ok but meh and 5 is too many, but with some exceptions can be made if bringing along one or more much smaller players.
So there's a theoretical minimum requirement. 5 players.
Ofcourse there are variations here too, one could say that size of said 5 players doesn't matter, just that they have to be 5. Another would be that they'd have to be 5, but also myth, depending on the reward. Also, in some cases, the size of the team could dictate the actual item spawned, if said mob had options.
Have the mob spawn only with the item, but spawn less frequently.
I like this one less, for several reasons, many of the mobs being quest-givers is one. It still makes one travel stupid long distances only to find the room empty. Meh. Discard.
Fixed spawn rates
Currently the spawn rate of items is directly related to the amount a mob is killed. In case of very good items, the mob is rarely alive more than a couple minutes before it meets it's maker, and as such the spawn rates plummet and the game becomes a boring game of chance.
Fixed spawn rates, albeit low, at least keeps "campers" from lowering the odds for others. It's still shit, but less shit than the current.
Feel free to agree below! Or not.. Debate is good. Yes.