I don't have a major issue with RNG as long as it's done well. In the past we've gotten use to generous loot drops for gear sets. We're really only chasing 'better' rolls. Unless we're looking for a specific exotic item, custom load-outs have been pretty easy to complete. In my mind, Classified gear and GEs for gear release has some growing pains.
I hope that the Dev Team will consider addressing the 'bad luck' factor that players are faced with when gears sets, rare drop rates and RNG all determine if we can complete a set. That DeadEye Chest piece that drops 10 times is more of a penalty than a reward, when you really need the Lonestar Gloves to finish the set you want.
We need a stop gap to combat 'bad luck'.
Sometimes, RNG needs a relief value to make players feel like they have 'some' control and that the system is fair.
1) a crafting option (with limited resources, see thread)
2) vendor (currency earned in game, very high cost)
3) Loot selection (you have the option to choose your item(s) from list of RNG potential drops)
I know that 1.8 will add new sources for Classified gear. If the drop rates remain the same it won't solve the issue of grind time vs drop rate. New sources don't mean more drop opportunities per hour. With all the sets and all the pieces in the mix the odds of getting one specific piece outside of a GE remains extremely discouraging.
It might be fun to implement one or more of the mechanisms that I noted rather than increasing drop rate. It gives players process for finishing sets and creates a finish line. Rare drops are fun, but grinding with out any sign of an end is disheartening and it pushes players to move on to other games.
How many weeks are you willing to play a game without any rewards that you value?
We could also work with a "bad luck protection system".
Basically let's say item X is rare. Drop chance is 3%.
Player is unlucky but he starts playing, chance is at 3%. Every drop (that has the 3% drop chance) the rate slowly increases to reward him for being a loyal player trying to grind.
For instance: Kill boss and it's at 4%, kill another 5%...
Once X drops it resets to 3%.
Of course this has to be tweaked but that's the basic idea.
Cool. I've often wondered if something like this already exists because I often have better drop rates at reset. If so it could just be adjusted.Originally Posted by Corrupt_be Go to original post
The game should recognize what classified gear you already possess and base it's drop rates of the classified gear that you lack on that information. Example. Drop rate of 3% for first 3 pieces of each set. Drop rate of 2% for 4th piece, 1% for 5th piece and .5% for 6th. If you haven't gotten the 5th or 6th piece in 300 drops then the rate should rise per 100 drops. Drops of pieces you already have should exist but be extemely rare. Maybe .5% until you obtain all 6 pieces and then 3% for drops of that set.
This is the only way to ensure that you are actually grinding for something. I could literally play for another 500 hrs without getting the reclaimer gloves I need based on the drop rates and the loot pool as it currently is set up. Maybe this is what the Devs are betting on.
We are back to the Lexington Event nonsense of running it 30 times a day all for nothing. I ran it over 200 times without getting the vest. RNG should not work that way. Drop rates should improve incrementally as you put in massive amounts of effort.
I agree that's fair RNG.Originally Posted by Bloodjen Go to original post
I like the idea of giving players some actual control over loot as well. It makes a game feel more rewarding, less like grinding because you're not constantly earning garbage.
I don't think I've used more than 1 or 2 items I've got since the last GE. But, there is stuff I want.
Pretty much agree with all the above, at least it's some kind of progression.....atm it is just like what blood said, just nonsense grinding and no end in sight. You could literally just keep doing the same thing over and over (like the chase for barretts for a lot of people) and still not get it 6 + months later. Something is messed up with the RNG though as I (and still do) have had plenty of barretts drop via caches even when there was a huge grind doing Lexington. At first I was like 'what are all these people on about?!' Then realised um you have been lucky, a lot haven't.
This is the case with all the exotics for me actually, I have a heap of them all - and yes including MDR's, you name it I've got it.
But classy pieces.......*tumbleweeds*
I don't know sounds like an IWin button to me. Doesn't require any skill to earn it.Originally Posted by Bloodjen Go to original post
Better than the current setup. It's dumb luck that might never pan out no matter how much "skill" or effort you put in.Originally Posted by YodaMan 3D Go to original post
Defending another broken game mechanic. SMH....figures.
the more classified the harder its gonna be to get the one piece that you need. i need to get one piece to complete two different sets. i have gotten enough sentry to make out three sets. with the new sets coming out. all i want it firecrest or tactian but hard is it going to be when there will be four sets coming out those global weeks. and after that forget about the drop rate. it will be impossible to get the one or two items i need. there needs to be a way to craft it or buy it. and yes it should cost alot. at this point in the game i think the player base has enough crafting items to spend like a hundred each to make a item.i enjoy this game very much. i just like getting the new new gear, rerolling it twice is awesome, i wish we could do that to all the gear!
RNG doesn't require skill it requires time. More chances.Originally Posted by YodaMan 3D Go to original post
The skill option would be to put near guaranteed drops with a few items in very very hard content.
But, you know what that would mean for solo players.