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#feedback

1/23/2019 1:40:08 PM
32

There are quite a few people getting frustrated over RNG - a suggestion

Add a mulligan rule for the lagging 20% of people who don't get an RNG item that just gives them the item automatically. This factor is roughly 1.58 times the flat odds, it changes a bit as the odds become slimmer but for what tables you guys are working on it would be fine. For 1 in 10 odds, it's automatic at 16 tries. 1 in 50, it's 79. Being in the last few % of not having an item gets to be very disheartening and by the time the first 80% have the item, giving it to the last 20% isn't exactly game breaking. I think that keeps the spirit of RNG surprise and replayability going, but also keeps player's morale from just flat out tanking. We all know there's an expectation to put in so much time to "earn" something, but it can go beyond that to just not at all fun. I did everything that other guy did but he got lucky and I didn't is OK for a time, but it really gets old and eventually just feels unfair. Maybe some other fix, but something to take the tail end of the have-nots off would go a long way to make players happier about the game. We all end up with that one item we just can't seem to get eventually.
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#feedback

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  • Editado por longevity: 1/23/2019 8:33:02 PM
    RNG the incredibly cheap to design method of extending loot acquisition add in a lack of dupe protection and it becomes almost impossible to 'finish' your loot sets just straight up predatory antagonistic design, and also immoral to prey upon a huge chunk of player (and minors) who have a genetic weakness to this type of design

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