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7/12/2018 3:52:37 AM
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Jio
Jio

Eh, nothing was ever hard to get. It's mostly tedious grinding. They're rely a lot in rng. The exotic swords are a perfect example of good weapons that had a shitty grinding point (farming for the rare planetary drops) because your progress at that point was just about how lucky you got. I'm mostly okay with rng unless your effort and work mean nothing. If some of the best rewards are purely tied to how lucky you are, that's not something I like. It's not about how good you've become; it's all up to chance, which just craps on any effort, so why expend maximum effort?? But on the other hand, if I'm going for an exotic that's not rng based, I'd like a good long and challenging quest line that I can feel the weapon growing. A mix of quests and rng are good, but only when sufficiently rewarding and challenging imo. One experience can be really hollow but the other can just kill the desire to play. Right now, it's a bit of both.
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  • RNG is necessary in a loot based game. I know some people don't like the idea of it, but it just has to be present in some way to make the game any fun. Destiny wouldn't be any good if the only rewards were available through quests. There would be almost nothing to do.

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    Eh, rng isn't really giving you more to do. It's just prolonging the journey. If the loot in question is somehow not that great, its value (for me) decreases once I've spent too much time trying to get it. It's different when I know that eventually it'll drop, but it's another when it can also not drop at all. I'm not going to play the lottery, but I'll take risks.

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  • There would be no replayability without RNG. You woudn't get more than 10 hours with each expansion.

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  • I disagree. Good game design where the events/activities are fun and challenging are what drives replayability to me. I’ll run old content in games because the activity is enjoyable.

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  • Some people are like that, but others are not. A lot of people who have come to Destiny from the MMO genre aren't satisfied with that. They want a reason to play something. They're the kind of people who really like being productive.

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    I have over 1000 hours on Dark Souls 3. I don't agree with you. I have even more on Bloodborne. I have even more than that on Dark Souls 2, Dragon's Dogma, and Pokemon. Rng does not create replayability on its own and especially not if it's based purely on chance far too much of the time.

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  • Those are in a completely different genre. Those games are focused on making as much content as possible without focusing as much on story, balance, or gameplay mechanics. Plus, that's partly just if you really like the game. I've played Pokemon, but I've never gotten 1000 hours on a single one. It's partly just a personal preference.

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  • Editado por Jio: 7/12/2018 4:36:07 AM
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    That can be said of any game, so your point is conditional. Regardless, my point still stands that a pure or oversaturated rng reward system isn't soley responsible for replayability. There's a fun factor that's a part of that alongside updates and events. RNG only works when the drop rates are reasonable, and it's not the main source of being rewarded or dictating progress, which thankfully, they stopped relying too much on random chance since Taken King. The Forever 29 memed existed for a reason. That was and will always be a mistake to never repeat again.

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  • Editado por PkmnGymLeader: 7/12/2018 5:21:41 AM
    [quote]RNG only works when the drop rates are reasonable, and it's not the main source of being rewarded or dictating progress, which thankfully, they stopped relying too much on random chance since Taken King.[/quote] I completely agree with this. In fact, this has been my main point all along. The drop rates need to be reasonable. That means not to low, or not too high. Right now, most drop rates are too high. I get 2 legendaries from ranking up. I usually rank up in 3 crucible matches on average, or in 3 strikes. PLUS, there's the chance to get a legendary from those activities. I would say that the chance of getting a legendary from them is aroun 1/3, so that means that I get an average of 1 legendary per 15 minute activity. Doesn't that sound a bit high to you? It does to me. That's a lot of crap to dismantle If I play 3 strikes a day. Not to mention the stupid rares that I need to get rid of. RNG also shouldn't be the main source of loot. There should be quests that ensure a reward after a certain amount of playtime, and I think that's already pretty good. There's a good ratio of quests and RNG right now.

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