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Please No Gamba in Quests

LudulluLudullu Member, Alpha Two
For the love of god, don't add gamba to quests rewards. I already went through that in L2. It is never fun, it is never good, and we already have gamba with mob loot - that's more than enough gamba for your progress.

Or, at the VEEERY LEAST, do this as an option. You need 20 items for a full quest reward? Have the option of turning in 5 items for a chance at gamba, but you'd need to redo the quest if you wanted to get another reward.

Comments

  • CawwCaww Member, Alpha Two
    So, I admit I had to lookup the term gamba and as you might suspect, it is just a different expression of gamble, that said, I could see repeatable quests/missions have some form of extra chance at something better but one time only quests/missions should maintain a standard format of fixed reward (maybe adjusted for archtype).
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    I'm personally all for not having any randomness in the games reward structure outside of optional enchanting.
  • BirqaBirqa Member, Alpha Two
    i tend to agree with you on this. imo any static content shouldnt give me gambling reward boxes.
    i think it could be okish to have them as an option to purchase for things like node currency. but you also need to balance them to be interesting but not mandatory. if that would take any time of actual development im just against it.

    lootrolls are already luck dependend so..
  • NemesesNemeses Member
    Caww wrote: »
    So, I admit I had to lookup the term gamba and as you might suspect, it is just a different expression of gamble, that said, I could see repeatable quests/missions have some form of extra chance at something better but one time only quests/missions should maintain a standard format of fixed reward (maybe adjusted for archtype).

    It’s the kiddies today, they think talking gibberish makes them sound clever n cool, where in fact just makes em idiots.

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  • LudulluLudullu Member, Alpha Two
    Birqa wrote: »
    but you also need to balance them to be interesting but not mandatory. if that would take any time of actual development im just against it.
    Yep. To me this is just a slippery slope situation. They implement a gambling system now. And we get insane rewards in that system later on, because if there's no interesting rewards there - no one will use the system, so it'll have to be justified through increasing the reward.

    This would also impact the node currency prices for everything else, because if you now have a massive sink for the currency - your other prices gotta account for that accordingly.

    It's just a pointless mess that makes the game worse. I was almost sure Steven was trolling chat when he started talking about lootboxes...
  • Mag7spyMag7spy Member, Alpha Two
    Gamba is fine, no different then when yuo kill mobs or gather, tons of Rng is already in the game to begin with. From my thought on these reward boxes its more extra rewards then your main loot you're getting.

    In fact this already exist in the from of treasure maps, peoples connection to the word automatically gives people a negative mind set. Without realizing every mob has been a gamba box for ages.
  • LudulluLudullu Member, Alpha Two
    Mag7spy wrote: »
    In fact this already exist in the from of treasure maps, peoples connection to the word automatically gives people a negative mind set. Without realizing every mob has been a gamba box for ages.
    This is part of my point though. "Gambling" has some really bad associations with it, so why even go there. "Lootboxes" is the same shit.

    And also, quests and store purchases were always "you get what you're going for". And now this gambling is literally added to quest rewards and node currency stores.

    This addition serves no good purpose, rather than make people spend more of their hard-earned resources and time on an rng reward.

    As for mobs, I've also given feedback to limit their rng, so that mob grind was far more goal-based than what we currently have in Alpha. Mobs should have, at most, 4-5 items on their loot table. This way people would always know what they can go for by farming those mobs. Even better if those drops include "money, general material, special crafting material, full item that is crafted from that special mat" - this way you're always getting something valuable and can work towards your goal (the supposed full item) through not just grind means (i.e. get the crafting mats and craft the item).
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