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What if the RNG...


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#76
NuclearTech76

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I would love some changes but they're very unlikely because of how the "random" part of the RNG works. I'd love to just be able to buy multiple packs to minimize time spent getting screwed in the store. I realize someone must get screwed and except it as part of the game, I would just rather it not take the approximate amount of time that it does to prepare a honey baked ham.


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#77
Das Rouse

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I think I remember a dev saying that the RNG was a way to "balance" the game.  Whether or not I agree with that doesn't matter.  I don't mind how the store is in general.  My only gripe is how once you reach 255 of a consumable, you still get more of it, but it will dissapear soon there after.  If I used credits, no biggie, but what if I bought it with real monies?  Maybe in the next game they make more variety like a bronze pack with lvl 1 consumables, silver pack with lvl 2s etc, etc. 



#78
Das Rouse

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I would love some changes but they're very unlikely because of how the "random" part of the RNG works. I'd love to just be able to buy multiple packs to minimize time spent getting screwed in the store. I realize someone must get screwed and except it as part of the game, I would just rather it not take the approximate amount of time that it does to prepare a honey baked ham.

I agree with the Costco style of package buying.



#79
JPN17

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The RNG is a terrible "store." Can you imagine going to the grocery store, you want to get a dozen apples, and you pay $5, but it's random. You have a 10% chance for an apple, otherwise you get bean sprouts. It's a ridiculous model. I understand micro transactions, but you can still make money without screwing over your player base. Look at GTA 5 for example. They have an unlock system where once an item is unlocked it costs a certain amount of money, but you have to achieve a certain rank before items are unlocked. The more you play, the higher your rank and the more items that become available to you. That is a much better system IMO and the best part is you get what you pay for. Not oh you spent money you get cryo rounds lololol. GTA 5 is making a killing with micro transactions, no RNG needed. The RNG "store" is an embarrassment, and as I've said before, a deal breaker for me when it comes to ME4.



#80
Tokenusername

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I think I remember a dev saying that the RNG was a way to "balance" the game.  Whether or not I agree with that doesn't matter.  I don't mind how the store is in general.  My only gripe is how once you reach 255 of a consumable, you still get more of it, but it will dissapear soon there after.  If I used credits, no biggie, but what if I bought it with real monies?  Maybe in the next game they make more variety like a bronze pack with lvl 1 consumables, silver pack with lvl 2s etc, etc. 

Consumables are meant to be a fallback for the store to have an item to give you when you don't have any "real" things to get. Altering drop rates based on how many consumables you have just creates room for a scenario where the store breaks because it has nothing it can give you. I will say however, capping these really creates an awkward situation as well. The 255 cap is likely a server issue, which is understandable, but don't let items simply fade into the aether. Have excess consumables be refunded as credits or omni-gel for something.



#81
Teh_Ocelot

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I think I remember a dev saying that the RNG was a way to "balance" the game.  Whether or not I agree with that doesn't matter.  I don't mind how the store is in general.  My only gripe is how once you reach 255 of a consumable, you still get more of it, but it will dissapear soon there after.  If I used credits, no biggie, but what if I bought it with real monies?  Maybe in the next game they make more variety like a bronze pack with lvl 1 consumables, silver pack with lvl 2s etc, etc. 

Right, so that's part of what would be addressed in "my" version, once you had 255 of something, it was off the table entirely, you could no longer get it, period. This would then lessen the pool of items available, thereby increasing the chances of getting things you actually DO need.



#82
Teh_Ocelot

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The RNG is a terrible "store." Can you imagine going to the grocery store, you want to get a dozen apples, and you pay $5, but it's random. You have a 10% chance for an apple, otherwise you get bean sprouts. It's a ridiculous model. I understand micro transactions, but you can still make money without screwing over your player base. Look at GTA 5 for example. They have an unlock system where once an item is unlocked it costs a certain amount of money, but you have to achieve a certain rank before items are unlocked. The more you play, the higher your rank and the more items that become available to you. That is a much better system IMO and the best part is you get what you pay for. Not oh you spent money you get cryo rounds lololol. GTA 5 is making a killing with micro transactions, no RNG needed. The RNG "store" is an embarrassment, and as I've said before, a deal breaker for me when it comes to ME4.

I don't play GTA, never been a fan of the series, so I can't comment on much of what you said, but...

 

As I stated earlier, I'm ok that the store is random, it prevents everyone from getting a Reegar X on day 1 and breaking the game immediately, on top of it being really bland. I don't think the "Want the best stuff? Here, buy it!" idea meshes well w/ this game. What I'm not ok w/ is the continuation of items being received once they're maxed, and the fact that those items stay in the pull pool hindering you from getting things you actually need. Honestly, if there are 250 items you need to max your manifest, hypothetically, then let it be random, sure, fine, w/e. But once I'm down to 10, 15 items, or even 4-5 items, then stop w/ the repeats I don't need, actually give me what I still haven't unlocked rather than "cryo rounds lololol", as you said.



#83
Sentient Toaster

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Consumables are meant to be a fallback for the store to have an item to give you when you don't have any "real" things to get. Altering drop rates based on how many consumables you have just creates room for a scenario where the store breaks because it has nothing it can give you. I will say however, capping these really creates an awkward situation as well. The 255 cap is likely a server issue, which is understandable, but don't let items simply fade into the aether. Have excess consumables be refunded as credits or omni-gel for something.

 

Don't really see why it'd even be a server issue.   There'd be more of an impact on UI.

 

0-255 = one byte of storage.  Add a second byte per consumable type (and there are fewer than 100 types, IIRC, so we're talking much less than an additional KB per profile.  Space is relatively cheap and in practice you gain less from storing sub-4-or-8-byte numbers anyway unless you pack them into word-aligned structures and your code accounts for that) and you can allow from 0-65535.  You're not likely to legitimately max out 65,535 of every consumable variety before the servers completely shut down, carrying capacity for gels etc could be kept at present levels so we aren't talking about 4 players each firing off twenty Cobras in a row on a giant map, and you'd still only bring one amp/ammo/armor type per mission -- the stockpiles are irrelevant to that.  You would have to adjust the UI for showing larger numbers, though.

 

Don't have to even close to max manifests for this to be an issue, either.  Character cards can also be absolutely no benefit if you've gotten that class to 20 and have unlocked all its appearances, yet you can still get a e.g. "human soldier" cards while you haven't even maxed out all the uncommon gear and mods let alone rare.



#84
Tokenusername

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Character cards can also be absolutely no benefit if you've gotten that class to 20 and have unlocked all its appearances, yet you can still get a e.g. "human soldier" cards while you haven't even maxed out all the uncommon gear and mods let alone rare.

That's called compromise. Once long ago when the world was still savage, there was no such thing as level 4 ammo. That's really a story for the history books though.



#85
Derpy

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Make it like CoD so I can prestige 100000 times and plink away at scrubs with lvl 70 AK47.



#86
Terca

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Right, so that's part of what would be addressed in "my" version, once you had 255 of something, it was off the table entirely, you could no longer get it, period. This would then lessen the pool of items available, thereby increasing the chances of getting things you actually DO need.

 

I don't really understand why the limit is so high anyways. In your model I think the limit should be substantially lower, around 20. If you have enough you can get to 255 units you obviously don't need 255 of them because you aren't using them, right?



#87
BIGGLESBY

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Then you have no reason to continue this thread.

 

I'd like to know why the thread kept going after this. RNG is RNG. It'd be nice if the ultrarare curve wasn't so steep, but the maxed manifest journey isn't an easy road. Giving them a heavy spike and punishing storegoers by not giving them consumables anymore is just absurd.



#88
Teh_Ocelot

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-snip-

 

Giving them a heavy spike and punishing storegoers by not giving them consumables anymore is just absurd.

I'm not sure I understand this comment. Are you saying there shouldn't be a limit on consumables?



#89
FuriousFelicia

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The store and RNG is what it is, and I wouldn't store hopes that they will make it a lot better, I would just like that the packs you buy with real money contain what is listed sure to drop. If I'm paying real bux to get an UR, then give it to me.

#90
Teh_Ocelot

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The store and RNG is what it is, and I wouldn't store hopes that they will make it a lot better, I would just like that the packs you buy with real money contain what is listed sure to drop. If I'm paying real bux to get an UR, then give it to me.

I actually think they'll improve on it in ME4, personally.

 

As for the real money aspect of it, from a business standpoint they can't do that, b/c then everyone who doesn't actually spend money will be all up in arms over the fact that BW/EA are catering to people who give them real money vs. people who buy the game and then "only" spend credits. The hate and backlash for that action would undermine them too much, so that won't happen either.

 

Having said that, I support your stance on it, it's annoying to spend cash for the "chance" of something only to be rewarded with....not what you wanted. Or even worse, Cryo IV ammo.



#91
Tokenusername

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The store and RNG is what it is, and I wouldn't store hopes that they will make it a lot better, I would just like that the packs you buy with real money contain what is listed sure to drop. If I'm paying real bux to get an UR, then give it to me.

Having a random system actually improves profits because it increases the market. If you can buy (and max out) the Raider, why would you spend money to buy the Disciple? That's a more objective example, but simple preferences come into play too. You like Mattock, so you buy it, but you don't like the Viper, so you don't buy it. When packs are random, every player becomes the market for every item in game. Before you say it, no, the revenue won't greatly improve if you allowed specific purchases because it would not make more people willing to buy things. People that are willing to spend money on this game already do and already have. People that aren't will continue not to, regardless of how the store works.


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