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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
RNG mechanics, and what I've learned from loot boxes
OrcLuck
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
RNG mechanics to me have seemed too random for me, and thats where the controlled and calculated chaos of loot boxes has informed me.
There are certain percentages of probability that these loot box selling businesses have keyed in on and tuned, and I think we need to exploit that for gameplay.
The data driven process of perfecting these things to be pitch perfect for making you want to roll again can inform things like say, a passive ability with a proc, or procs.
I think for most of the time, random procs don't do anything consistently enough for you to feel excited about opting to use them over consistent abilities with sure fire promised actions.
Thats why I think there needs to be filler "junk" that abilities with RNG Procs, do more often, then just having it do one thing randomly. Having many different possible outcomes to an RNG ability creates consistency in terms of output that I think people who invest in an ability would like to see.
There are certain percentages of probability that these loot box selling businesses have keyed in on and tuned, and I think we need to exploit that for gameplay.
The data driven process of perfecting these things to be pitch perfect for making you want to roll again can inform things like say, a passive ability with a proc, or procs.
I think for most of the time, random procs don't do anything consistently enough for you to feel excited about opting to use them over consistent abilities with sure fire promised actions.
Thats why I think there needs to be filler "junk" that abilities with RNG Procs, do more often, then just having it do one thing randomly. Having many different possible outcomes to an RNG ability creates consistency in terms of output that I think people who invest in an ability would like to see.
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Comments
They also serve to obfuscate the actual costs behind them, same as double-stacked digital currencies do. We’re buying cosmetics with real money right now, Embers after that. The single step currencies such as Embers are more convenient and typically have direct proportions to real money. Currencies you have to obtain via some RNG systems, or currencies you buy with other real money currencies just muddled the waters of costs.
“You can buy this rare mount for only 25 sparkles! And you earn sparkles opening our loot boxes you can get in packs of 1 or 5! Which are purchased using Jewels you can buy with real money in packs of 500, 1000, or 5000!”
Basically never use ESO’s money scamming schemes with gambling boxes, where they’ll price one mount at a value of $125-$200 but it’s under two layers of currency changes.
Formerly T-Elf
It's not just about loot boxes. Many mmorpgs employ the same physiological techniques to keep people playing without resorting to loot boxes. Just because real money isn't involved doesn't mean the games are any less manipulative.
Formerly T-Elf
Ah, but crafting is essential in AoC, and crafted items are going to rival the best drops! Great! So one component needed to craft that item only drops off the last boss in a 3 hour raid, and there’s only a minuscule chance...
For me, the cosmetics store is just as bad as P2W.
Hmm, I need to go see if there’s anything new there now.
I hate the store.
Lessons learned