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Acolyte RNG is a great reason for a token system


(PSN)Hiero_Glyph
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There does not necessarily have to be a token system, just make the RNG-based one a bit 'smarter'. WoW has a bad luck protection system, which after repeated unsuccessful rolls slightly increases your chances. Not dramatically, but over a longer period it helps.

Warframe could have something like that, especially for time limited events that drop valuable stuff, including upgrades. Let's say your gold mod's drop chance is 4%. You do a couple of missions and don't get one, so the drop chance starts to go up slightly for you - for example from 4% at your first to fifth attempt it will start going up by 1% for each subsequent unsuccessful try. It wouldn't be game breaking and players could have a reasonable expectation to get at least one rare drop if they are persistent. When your rare mod finally drops, the chance reverts back to the default 4%.

The argument about this being a F2P game and thus DE using this as a way to push plat sales is very weak. Nothing hurts business more than frustrated customers leaving for other opportunities. Activision got it - and that's why they added the bad luck protection system to WoW.

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1 hour ago, -AiLuoLi- said:

It's just weird for me because I grew up with korean mmorpg and they would release time limited events with exclusive loots that will never come back yet people rarely complain about it if they missed it. Everyone just suck it up if they can't play during the event for whatever reasons.

When I played games as a kid they didn't let you save your game, that doesn't mean it is something that should be referenced whenever players complain about save systems. The video game industry has evolved and F2P games make their money based on popularity and having a fair power system.

I'm not against large grind walls, or timed exclusives, or even cosmetics that are exclusive to a one-time event, but anything that affects a player's power level should be acquired in a fair (not easy) manner.

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22 minutes ago, LankesterMerrin said:

There does not necessarily have to be a token system, just make the RNG-based one a bit 'smarter'. WoW has a bad luck protection system, which after repeated unsuccessful rolls slightly increases your chances. Not dramatically, but over a longer period it helps.

Warframe could have something like that, especially for time limited events that drop valuable stuff, including upgrades. Let's say your gold mod's drop chance is 4%. You do a couple of missions and don't get one, so the drop chance starts to go up slightly for you - for example from 4% at your first to fifth attempt it will start going up by 1% for each subsequent unsuccessful try. It wouldn't be game breaking and players could have a reasonable expectation to get at least one rare drop if they are persistent. When your rare mod finally drops, the chance reverts back to the default 4%.

The argument about this being a F2P game and thus DE using this as a way to push plat sales is very weak. Nothing hurts business more than frustrated customers leaving for other opportunities. Activision got it - and that's why they added the bad luck protection system to WoW.

This would be an acceptable solution as well. The point isn't to make it easy, it's to reward players for putting in a substantial amount of effort.

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