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RNG on top of RNG on top of RNG...

adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
In the past, multiple layers of RNG have not been well received. Players have generally declared that "this is not fun", and either avoided that content (possibly by switching to other games), or persisted, gotten frustrated and possibly given up, and sometimes the developers have come to their senses and relaxed things (Chult hunts), but it may have been too little, too late in some cases.

Now we have yet another example of this.

We have a 10% chance of summoning a special mob, which has a 20% chance of giving us a watcher piece which has a 12.5% chance of being usable (and after you get the first piece, you then have a 50% chance of getting the one you need)

This basically means a 1-in-400 chance. Does anyone think this is fun? How about requiring the developer who came up with this absurd scheme to actually play through this and get his own Watcher set? If he is lucky, he might even finish before mode 17 is released.

So, how to fix this fiasco? Well, here are a few suggestions:
  • Make the Watcher pieces subject to the "Leader Decides" loot distribution, so it can be allocated to the "right" person instead of just becoming an expensive piece to salvage.
  • Make sure the recipient gets a piece for his/her class. Not everyone has an alt of every class.
  • Make the pieces unbound so they can be traded....there is far too little unbound gear anyhow.
The current scheme is just not acceptable.

Hoping for improvements...

Comments

  • krumple01krumple01 Member Posts: 755 Arc User
    adinosii said:

    In the past, multiple layers of RNG have not been well received. Players have generally declared that "this is not fun", and either avoided that content (possibly by switching to other games), or persisted, gotten frustrated and possibly given up, and sometimes the developers have come to their senses and relaxed things (Chult hunts), but it may have been too little, too late in some cases.

    Now we have yet another example of this.

    We have a 10% chance of summoning a special mob, which has a 20% chance of giving us a watcher piece which has a 12.5% chance of being usable (and after you get the first piece, you then have a 50% chance of getting the one you need)

    This basically means a 1-in-400 chance. Does anyone think this is fun? How about requiring the developer who came up with this absurd scheme to actually play through this and get his own Watcher set? If he is lucky, he might even finish before mode 17 is released.

    So, how to fix this fiasco? Well, here are a few suggestions:

    • Make the Watcher pieces subject to the "Leader Decides" loot distribution, so it can be allocated to the "right" person instead of just becoming an expensive piece to salvage.
    • Make sure the recipient gets a piece for his/her class. Not everyone has an alt of every class.
    • Make the pieces unbound so they can be traded....there is far too little unbound gear anyhow.
    The current scheme is just not acceptable.

    You have a good grasp on the situation and a fair solution. I highly doubt they would ever even consider your solution. If they do, they will take more than give us. Reducing the drop rate to a worse % chance than it currently is, in turn we get to chose who the weapon goes to and or it becomes generated class specific upon awarding.

    I am so certain they will not change anything that you could go to Los Vegas and put all your entire life savings on that bet and win.

    Pretty much the remaining player base are either brand new players who are completely unaware of these shenanigans or players who have Stockholm Syndrome so much we love the game we will put up with abuse and being lied to.

    Look what they are doing, they are slowly removing scaling, bit by bit. We hate the current system and its a terrible design. The crafter of this system should be let go from working at cryptic. It never should have made it to the live server. It's gotten to the point that a level 70 character is stronger than a level 80 character running level 70 content. It has gotten to the point where older gear, artifacts and equipment are better than any mod 16 pieces. It has gotten to the point where players simply quit playing certain classes because they are boring but these same classes are in high demand due to their need for success. No one wants to play them.

    Neverwinter is like a golden egg that was handed to cryptic and at every turn they drop it, crack it's shell and cause its contents to leak out. But had they cultivated it properly, it would turn into a gold spewing dragon granting any wishes. They just keep fumbling like a rogue with an arrow through it's skull. How can they continue to make blunder after blunder after blunder? You almost have to be putting in conscious effort at this point to make things turn out so badly.

  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    you could be right, there seem to have 4-5 slot machine lined up, we may never get that far as 3rd slot as long 4th and 5th slot machine went unused until 5 lucky jackpot in impossible winning streak odds. if 1st one was a hit, and do the 2nd and failed and you go back to 1st machine to try again, losing time and investments.

    i remember 1st and original lockbox, Nightmare, chance of winning it was like 1 in 10/or 1 in 20 chances for a mount, and now current lockbox takes about 1 in 250/or 1 in 400 chances.
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