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originally posted in: [Petition] Fix the RNG Loot System
11/9/2014 12:37:55 AM
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You don't understand game theory. Say you, instead of randomly awarding random stuff to everyone that participated, change to ranking the participants and awarding the best stuff to the top, and the worst/no stuff to the bottom. What d'you think happens next? What happens next is that the players that regularly finish in the bottom stop playing, because they're still being everyone's buttmonkey, except now they get no reward for it. What d'you think happens after that? What happens after that is that the smug people who can beat a bunch of noobs who might not even be trying (maybe instead going through the motions to get crucible rep whilst watching TV P-I-P) don't have any noobs to beat, because they all quit. Now they're at the bottom and getting no reward, and not winning, and having no fun, and they quit too. This cycle continues until all that's left is a tiny fraction of the original playerbase who actually are good at the crucible. Anyone that tries to join in immediately plays against the best of the best, gets locked out, and quits. If you only reward the top players, anyone that's not a top player will leave and never come back.
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  • I agree with your theory.

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  • this is rather poor logic because I for one would see this as an opportunity. Since crucible is mostly with level advantages disabled there is a possibility to kill the suros user with a shingen-e. Therefore if I placed on the bottom and was getting no rewards I would do everything in my power to get better at the crucible not just quit it. The RNG system does however punish good players by giving them nothing good or nothing at all for doing their very best. So I say please reward based on points accumulated and kills gained nothing wrong with trying in the crucible. RNG should also be kept in the raid but in different circumstance. Let each loot drop have a set number of things it can drop example oracles will drop chest sniper boots and shards only. Then let the RNG decide between those choices with favoritism of loot based on current level and damage dealt (not kill totals). That way those who are doing the work will actually get the benefit of the doubt instead of feeling so completely run down.

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  • [quote]this is rather poor logic because I for one would see this as an opportunity. Since crucible is mostly with level advantages disabled there is a possibility to kill the suros user with a shingen-e. Therefore if I placed on the bottom and was getting no rewards I would do everything in my power to get better at the crucible not just quit it. The RNG system does however punish good players by giving them nothing good or nothing at all for doing their very best. So I say please reward based on points accumulated and kills gained nothing wrong with trying in the crucible. RNG should also be kept in the raid but in different circumstance. Let each loot drop have a set number of things it can drop example oracles will drop chest sniper boots and shards only. Then let the RNG decide between those choices with favoritism of loot based on current level and damage dealt (not kill totals). That way those who are doing the work will actually get the benefit of the doubt instead of feeling so completely run down.[/quote] I agree with most of what [b]datkidman[/b] said over here. I would just like to add that everyone started off the same. I wasn't as good as I am now when I just started playing multiplayer games. I got destroyed when I first started playing Halo 2 over Xbox Live, but I didn't just give up like that. I aspired to improve and get better. Rewarding players based on skill motivates everyone else to keep playing to get better and eventually get the good loot that they saw the other good players get in previous games of Crucible. This way, players will be more motivated to play to win instead of having a "I'll still be rewarded for doing badly so what's the point" mindset. Trust me, not every gamer simply quits a game that doesn't hold their hand or give stuff out freely. It's more rewarding to actually be rewarded for your efforts instead of getting free stuff as consolation.

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  • That's an admirable mindset, but it's a minority one. It's easy to keep playing when you're winning. If you never win anything, not so much. In a game like Destiny where there's lots of activities to choose from, anyone that doesn't win and doesn't get rewarded can just move to an activity where they can win and do get rewarded. And they will. If they didn't reward mere participation, you'd be playing only against the people who won enough to make playing worth their time.

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