[quote]Cozmo - this shouldn't happen. You guys should have drop rates down to a science right now. Try harder to get it right the first time.
Players know their time is disrespected in this game. The RNG and drop rates continue to drive players away.[/quote]
This.
Exactly how I feel.
Bungie needs to bring in fresh blood and completely change this philosophy.
Make the game fun and rewarding and players will stick around keep playing.
To believe that artificially inflating playtime by frustrating players with omnipresent and poorly calibrated RNG forcing ad nauseam repeats of a set of weekly activities is the key to enduring player satisfaction, engagement and stickiness is asinine beyond belief....
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If we could have a guaranteed way to get anything (required for Triumph seals) to drop, that would be awesome. Keep the RNG to random rolls. An example would be the rotating Curse weeks in Dreaming City and their specific missions. Week 1 drops the ghost, week 2 drops the sparrow, week 3 drops the ship. As much as I dislike time-gating, at least we knew how and when we could get it. These rng based title requirements are exhausting and make it feel more like a chore at times than a game. Please take note of what we’re saying here. We [i]want[/i] to play your game.
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[quote]We [i]want[/i] to play your game.[/quote] Isn't it amazing that "negative" "community" (read paying customer) posts on "toxic" forums need to point that out repeatedly... implicitly or explicitly like you just did (kudos). You'd figure that by now bungie would have had enough time, data etc to establish clear player personas and come up with a better system / balance between gimmes / participation trophies (thunderlord) and absurdly low / random / frustrating RNG drops (1KV, d2 comsetics, EP weapons before patches, Ada frame rotation, now reckoning drop rates etc...) But nope. I mean, "thanks" I guess for the more rapid (3 to 5 weeks?) reaction time this time around, but can't developers / bungie figure this shit out beforehand?