Would you enjoy a MMO completely removing RNG

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    Default Would you enjoy a MMO completely removing RNG

    Drop Rate is what I'm mainly discussing here, but I'll put a side note to discuss other things like Crit rate and what not.

    I don't think I would. If a MMO completely removed RNG. It'll have to do multiple things to make up for it.
    1. Harder content (Usually not "Hard" just increased hp and higher damage migration)
    2. Bring in crafting which essentially means "grind"
    3. Slow or pack character progression.

    I for one, enjoy the diversity that RNG brings. You could usually look at someone wearing a rare set and Awe. Because you think he's dedicated or hardcore.

    Side slide:
    Now Refining rate and crit rate being gone, would be indifferent to me. As I've played games without both of those and with. I guess Crit rate did make me enjoy it alittle more, so did Refining rate. But once it made too large of a different (League), I started to dislike it.Refining rate is nice sometimes, but things like Dragon sagas 19+ to 20+ only having a .15% chance, made me hate myself for investing so much time into the game.
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    I'm not much of a PvE'er, and I'm guessing this topic is mainly directed towards PvE content as in any game with PvP you would want the gear to make minimal to no impact or give everyone easy access to the same gear choices to create a balanced environment (as in GW2).

    However, just speaking for PvE I enjoyed games that had a great deal of RNG in gear drops. In particular, the only recent PvE game that had kept my interest for a long time was Path of Exile. The drops are incredibly RNG dependent especially the currency drops as you could play for months and months and never see an exalted orb drop. You might see a mirror drop once per year if you are lucky. Furthermore, the pseudo-random stats on dropped gear is also quite fun.

    That being said the long term economy in such an RNG based game is terrible because inflation gets way out of hand and doesn't seem to stabilize. It gets to the point where new players can't afford to buy anything. The same item that I bought a few months ago for 3~4 gem cutter's prisms (which I farmed myself painstakingly) now costs maybe 4~5 exalted orbs! The task of farming to gain the currency to buy that item that you want is a formidable mountain.

    Ofcourse everyone has an equal chance of having the currencies drop or indeed you might even get the item that you want drop, but one person might get 2 exalted orbs in an hour and another person might get 0 exalted orbs after farming for 3 months. Every mob you kill is like playing a slot machine at a casino. I remember back a long time ago I was basically stuck in Ragnarok Online's Izude dungeon because I was farming for Marc cards which sold for an insane amount of money because they were basically required in WoE and they were so rare. I would get maybe one Marc card every two weeks of constant farming. If you give up after a week of farming you basically wasted a week with no return on your time investment. It becomes incredibly addictive.

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    RNG ****ing sucks. I'm talking anything that deals with it. Why? Because take a person, tell them to pick 6 numbers. That person will try to avoid picking identical numbers, however a computer might pick 70 4 times.

    There's so many times I've been jilted by RNG in games it sucks. That's one reason why my favorite mmo (World of tanks) may never become a true e sport. It's too dependent on RNG.

    But until new systems come out (most games still use the ole DnD), we are kinda stuck with it

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    Orc's Breathmint Reputation: 44

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    yes
    **** RNG, in all its forms. even crits. you could do all kinds of other creative things instead of just taking the lazy way out and throwing in a random chance mechanic. some simple 5-seconds-of-thought examples: crit meter. crit meter fills up with every attack (perhaps less for faster attacks and more for slower, to prevent abuse), and at full your next attack is a crit. wow, now you can even use crits skillfully since you know when one is coming. or for drops, fragments. instead of a 10% chance to drop a piece of armor, it drops a fragment of the armor, and you need to assemble 10 to make it. this took me 5 seconds (not counting the time it took to type, of course) so I'm sure a team of people come up with something actually good

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    removing rng would be worse, i've already experianced this in one mmorpg where the whole community begged the developers to remove rng, the game died immediately because things weren't fun anymore, nothing was worth it in cost and playing the class wasn't as fun as it once was. i guess we just like the slot machines too much to give up on the rng

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    It depends how the loot system is designed. Games where each attribute or stat has a very large range of values like: "Dexterity +(10 - 1250)" ... Yeah, no. That doesn't make sense.

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    the definition of RNG ... go try farming Atma in Final Fantasy a realm reborn ...

    system that is based on RNG is the worst system ever made ... i had so much pain during Guild Wars 2 precu creation...
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    Killing RNG completely doesn't seem like a good idea. Gambling is a variable ratio reinforcement and has the greatest effect on conditioning. (Playing a slot machine for example) It keeps players wanting more and stay longer. If rewards are based on a fixed ratio reinforcement, less incentives are there for players to partake in the activity. Say you get a reward after 5 dungeon runs. Then the prize isn't rewarding. How about 100 runs? Yes it's rewarding but I think people are gonna quit before they do 100 runs of the same dungeon. 20 runs then? Some will say that's too much, some will say too little. There's a gray line between what is the right amount.

    RNG is perfectly fine and can feel rewarding as long as the variables are perfectly reasonable. 1-10 is too little and 1-10,000 is too extreme. 1-100 seems just about right because the gray line isn't as great as the fixed variable. This gives players an incentive to keep going because they don't know when they'll be rewarded.


    Something like a RNG crit chance is a big no no. You're pretty much depending on chance to save your life. That's dumb.

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    Is a fixed drop rate on an item still considered RNG? For example, if a boss has a chance to drop an item with a 0.1% drop rate, is that considered RNG?

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    Quote Originally Posted by BetaGods123 View Post
    Is a fixed drop rate on an item still considered RNG? For example, if a boss has a chance to drop an item with a 0.1% drop rate, is that considered RNG?
    yes, unless it required you do it 1k times to get the drop.

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