You're going to get people complaining that they have to play the game to get what they want with this post.
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There will always be people that complain that they have to play a game and earn items. And those that complain that they can't get the endgame weapons. That's a problem for another discussion.
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Just giving you a heads up. I know it'll never change, unfortunately. As for your suggestions, I think there's merit to it, but I'm kinda on the fence to be honest, I can see both sides of the argument working. Crafting offers a great avenue for people that have crappy RnG and keeps them involved in the game. It's nice to know that if you don't get the roll you really want after a set period of time there's a fallback mechanism. It can become extremely boring and frustrating running the same content and time after time not getting the desired result. It's all well and good to have something to chase, but if there's no end in sight how long are you really going to chase for?
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Edited by G_M4K: 8/21/2024 1:34:05 AMShitty RNG sucks, trust me I know. I played WoW before I was Destiny player and missed out on so many items because of bad RNG. Even in Destiny, I remember I never got the original Vex in D1 until right before D2 came out. Heck I haven't gotten the Navigator, or even the cowboy hats from Spire of the Watcher. So I know the pain. But I think in Master raids, for the Adept variants, bungie has done the right steps to adding multiple perks on 1 drop, which helps increase the chance of getting the rolls that are wanted. I think in dungeons it's great that the last boss drops 1 from it's loot pool and 1 from all the loot pools of the dungeon. Maybe they could add in an attunement system of some sort, like the have now with onslaught. Increasing your chances for the weapon that you want. Maybe even going a step further and be able to attune for 1 specific perk attached to the weapon. Attuning for a weapon could cost 5 spoils and then adding a specific perk to that is an additional 20 spoils. But I mean in raids you have the chest already at the end where you can spend your spoils to roll that specific weapon.
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A more deterministic avenue to obtain wanted loot wouldn't be a bad thing. The only issue I can see with it (and I'm looking at this from Bungo's point of view, possibly) is player consistency. The RnG factor does keep people coming back, to a point. As I stated previously, that only goes so far, but I think in Bungo's eyes the longer they can keep players in the game, engaged in chasing that "god roll" the better. It's a very subtle edge and obviously leans more one way or another depending on the individual. I think if people knew from the outset that there was a fallback mechanism they would be more inclined to keep interacting with the content, at least until the point where they needed that option. The solution of double perks(shiney weapons, ECT) is not a terrible idea, but it only goes so far as it still involves RnG at it's core and can still run into the same problems. Sure it's "less likely" but the uncertainty is still there. I don't envy Bungo with trying to balance it all. No matter what decisions they make, someone will always be unhappy.