Way to just say what every MMO ever has always done. I didn't have to read past the first few lines to know what this thread was. Granted, I skimmed the rest to make sure.
Just look up anything about MMO's and psychology. It's about giving little by little over time to keep the player engrossed enough to continue playing.
English
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[quote]While every MMO has an RNG component to it's loot system, I feel that a loot system where you cannot get endgame gear other than playing a slot machine once a week creates artificial replay value. Leveling up your gear? It takes a while, but you will get there. Buying faction gear? Could take a while, but you will get there. Hypothetical scenario: The greatest Destiny player carries the worst Destiny player through the Vault of Glass every week. Because of this particular system, there is a good chance that the best Destiny player never gets raid armor, which is required to reach level cap, while the worst player acquires all raid armor and an Epilogue. Then Xûr sells him a helmet because the best player carried him through the weekly. See the problem here? People ultimately aren't rewarded for their skill in this game.[/quote]
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This is the same thing that I was saying, so congrats on the 'brain dead' comment. People aren't rewarded? Using the 'slot machine' metaphor, take it this way: when you drop a boss or open a chest in the raid, that's you earning your coin, depositing it, and pulling the handle. Don't like how MMO-esque games work? Guess what, bruh? [b]Don't play 'em.[/b]
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THIS IS NOT MMO
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Whooooa, there buddy, keep your panties on. What was being explained by OP was the MMO aspect of the game. Call this game any genre you want, it most certainly has MMO elements, especially ones that keep players hooked. Dickhead.
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12 people is not mmo,twat
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I'm sorry, you must have [i]terrible[/i] reading comprehension. MMO [i]aspects[/i]. Please, learn to read. Stay in school.