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Why the RNG store is a good thing


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#26
GruntKitterhand

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I only ever give real money to the store in order to say "thank you" to Bioware if I had a particularly good time with the game.

 

See, I did that too, before I calculated just how royally I was being shafted.  Middle-aged, born-again gamer, fragile-ego, noob mistake - I wanted the good stuff so I could 'play better' and if I stayed in on a Friday night I might spend some beer money in the hope of getting a Harrier.  I appreciated the fact that the MP expansions were free, and was happy to make a donation to say thanks.

 

Never, ever, ever, ever, ever again under the present model.  That should be part of the challenge to Bioware for the next game - I'm theoretically willing to spend some real money above and beyond the cost of the game, but only if I deem it to be fair.


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#27
JPN17

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RNG "store" is a terrible model used by the greedy. That's really all there is to it. If you go to a store you should be able to buy something for a set price. Imagine going to the grocery store and putting down $10 bucks for pears, but there's only a 10 percent chance you'll get pears otherwise you'll get lentils. RNG "store" is not a store at all. It's a lottery. To call it a store is absurd.

 

Sorry OP but I could not possibly disagree with anything more than your post. I will not play ME4MP for one second if it implements an RNG "store" again. It's not worth it, and I will not put up with it.


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#28
Nethershadow

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Blah blah blah RNG store is great!

 

You my friend are a Sith for your extremes and a Jedi for your devotion to putting in excessive hard work for something your not sure of, but it will pay off with something. I mean no offense, but you are defending a terrible system for no real reason that you've mentioned.

 

Why can't there be a middle ground between spend insane amount of hours or insane amount of money to max manifest in RNG?

When you spend money in the store, you should be able to at least guarantee a UR card, and in a weapon category (shotgun, pistol ext). I would have then spent say $5 for one UR card because I have some control to what I get, but their random store that I might need to buy more to get the guns I want. With the current, you need to spend $50 to maybe get 1 UR.

 

To me, the RNG is an EA enforced addon, and the pricing to randomness told me right away to not spend real money in it. Not unless your wealthy and money isn't an object for you anyway. It also shows the business principle behind the game, which to me is unethical business practice to it's consumers.

 

Time is money.

I would have gladly spent money in the RNG if it meant something, but for 5 bucks you will probably get very little of consequence to you unless your looking for silver/gold items.

 

So rough estimate,

So you could spend easily $100 and walk away with on average 2 UR's. Anyone can correct my math if wrong but last I checked it was suggested about 1 UR out of 10 limited specter packs (whatever they are called, the 100k ones). $5 a pack. 21 UR's with 10 ranks each thats 210 UR cards needed to max.

 

$10,500 to buy max, if your on average.

 

I bought a few packs at the beginning but saw how worthless they were and never ever bought from the store again. The impression I have on these boards is that vast majority of posters have earned their manifest thru game time and have not spent anything in the RNG, and if they did it has probably been very little as they realize this too. 

 

FPS games have survived for a long time without things like the RNG. Sure they had a level up grind, some longer than others but you did it because you love playing FPS games. And yes this is the same thing, even if it's 3rd person.

 

I love everything about the game except the RNG store. One of these things doesn't belong, in this game it's the RNG.



#29
crashsuit

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I just had an idea.

Upgrade Cards.

One for each rarity. They could be mixed in with the other drops, but have a slightly higher chance to drop. Each can be used to unlock or upgrade one specific card of the same or lesser rarity.
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#30
Marksmad is waving goodbye

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Imagine going to the grocery store and putting down $10 bucks for pears, but there's only a 10 percent chance you'll get pears otherwise you'll get lentils. 

 

 

This would be so awesome.


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#31
NuclearTech76

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This would be so awesome.

They need to make everything RNG. RNG bathrooms, RNG grocery stores, RNG medical care (wait?). 


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#32
megabeast37215

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This game needed something like the store. When I first started playing.. it was one FBW/G/G lobby after another. If the store wasn't there to reward me every game with something.. I'd of stopped playing long ago. If there was a pay store.. I'd of just unlocked whatever I wanted and been forced to FBWGG with that, which wouldve been no fun either.

No matter how you wanna look at it, when you're new.. the store is the other half of the game. The main game is a single game mode horde mode which only had 3 enemies and a few maps. The store was the only thing that kept it fresh.
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#33
MaxCrushmore

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Let's call a spade a spade, shall we?

 

The store is Pavlov, and we're the dogs


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#34
Dalakaar

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To put it simply. No. RNG Store was bad.



#35
TheNightSlasher

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I like the concept of RNG tbh. Everyone having access to hurricanes, harriers, reegars on day 1 would make the game a bit dull. Sometimes, grinding is fun.

 

At the same time, I'd like a RNG that relies on feedback. Slightly bump up the drop rate of shotgun amps if its rate of consumption by a player is high. I am not sure how difficult it is to implement, but it'd be nice to have something like that. Because clicking the same button 20-25 times for one shotgun amp to drop can get pretty irritating. (same applies to all weapon amps, cyclonics, etc).

 

Also, the UR drop rate should have a feedback loop to it as well. Every 10 or so packs without a UR will increase the droprate of an UR in the subsequent packs. And the droprate stacks until you get a UR, at which point the probability gets reset to its original value. That'd be nice to see implemented.


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#36
Zerc

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It took me 1200 hours to max all my ****, **** RNG.



#37
Nethershadow

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I like the concept of RNG tbh. Everyone having access to hurricanes, harriers, reegars on day 1 would make the game a bit dull. Sometimes, grinding is fun.

 

At the same time, I'd like a RNG that relies on feedback. Slightly bump up the drop rate of shotgun amps if it's rate of consumption by a player is high. I am not sure how difficult it is to implement, but it'd be nice to have something like that. Because clicking a button 20-25 times for one shotgun amp to drop can get pretty irritating. (same applies to all weapon amps, cyclonics, etc).

 

Also, the UR drop rate should have a feedback loop to it as well. Every 10 or so packs without a UR will increase the droprate of an UR in the subsequent packs. And the droprate stacks until you get a UR, at which point the probability gets reset to it's original value. That'd be nice to see implemented.

 

It sure felt like to me that when any dlc was released  with new guns / kits that many had already stocked up credits and maxed them out on day one. Those are also probably the same people your playing with unless you pug much.

 

They could have prevented that though with something like sub currency, so Earth Credits to buy anything from vanilla up to Earth dlc, but to earn them you had to have Earth dlc and couldn't start earning Earth credits until you installed it. 



#38
Sket

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I like the concept of RNG tbh. Everyone having access to hurricanes, harriers, reegars on day 1 would make the game a bit dull. Sometimes, grinding is fun.

 

At the same time, I'd like a RNG that relies on feedback. Slightly bump up the drop rate of shotgun amps if its rate of consumption by a player is high. I am not sure how difficult it is to implement, but it'd be nice to have something like that. Because clicking the same button 20-25 times for one shotgun amp to drop can get pretty irritating. (same applies to all weapon amps, cyclonics, etc).

 

Also, the UR drop rate should have a feedback loop to it as well. Every 10 or so packs without a UR will increase the droprate of an UR in the subsequent packs. And the droprate stacks until you get a UR, at which point the probability gets reset to it's original value. That'd be nice to see implemented.

Something like this - and get rid of cards still dropping for consumables you have maxed out. 



#39
Deerber

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Oooooh, this is going to be good, I swear!

#40
Hurriedthrone50

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I guess at the end of the day I don't mind the RNG for things like weapons and characters, something has to change though. The fact I could play for 10,000 hours and not max every thing is just stupid, I'm pretty sure there are better ways to promote longevity in a game as well.

 

For consumables it has to go though, why the hell should I be forced to use snipers or pistols just because I'm out of shotgun or assault rife amps??? I want to use my claymore more, but the store refuses to give a decent supply of level 3 amps. It's not a case of "I use shotguns more often so I always have less amps" either, I use AP and incendiary rounds probably 80% of the time but don't have a problem with keeping them well stocked, the stores just a dick.  



#41
FullSpe3D

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For consumables it has to go though, why the hell should I be forced to use snipers or pistols just because I'm out of shotgun or assault rife amps??? I want to use my claymore more, but the store refuses to give a decent supply of level 3 amps. It's not a case of "I use shotguns more often so I always have less amps" either, I use AP and incendiary rounds probably 80% of the time but don't have a problem with keeping them well stocked, the stores just a dick.  

Well of course you're going to be lower on weapon amps. There are 21 items in the level 3 pool, but only 7 items in the level 4 pool. Weapon amps only go up to level 3, so if you're buying 99k packs (which you most likely are, since your manifest isn't maxed), then of course you're more likely to get your Incendiary/AP 4 back than a Shotgun Amp 3.



#42
Kirrahe Airlines CEO

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I like the concept of RNG tbh. Everyone having access to hurricanes, harriers, reegars on day 1 would make the game a bit dull. Sometimes, grinding is fun.

 

At the same time, I'd like a RNG that relies on feedback. Slightly bump up the drop rate of shotgun amps if its rate of consumption by a player is high. I am not sure how difficult it is to implement, but it'd be nice to have something like that. Because clicking the same button 20-25 times for one shotgun amp to drop can get pretty irritating. (same applies to all weapon amps, cyclonics, etc).

 

Also, the UR drop rate should have a feedback loop to it as well. Every 10 or so packs without a UR will increase the droprate of an UR in the subsequent packs. And the droprate stacks until you get a UR, at which point the probability gets reset to its original value. That'd be nice to see implemented.

 

Dude, that would be the best store ever and I probably would have gotten my URs a bit faster if that was implemented. Let's hope they see this idea and put it in the next ME.



#43
Hurriedthrone50

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Well of course you're going to be lower on weapon amps. There are 21 items in the level 3 pool, but only 7 items in the level 4 pool. Weapon amps only go up to level 3, so if you're buying 99k packs (which you most likely are, since your manifest isn't maxed), then of course you're more likely to get your Incendiary/AP 4 back than a Shotgun Amp 3.

 

I get that to but, Its not just level 4 incendiary/AP, I have plenty of level 3's as well which is what I'm using on gold which is what I play most the time. In any case I will still like to be able to purchases specific consumables.  



#44
Marksmad is waving goodbye

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They need to make everything RNG. RNG bathrooms, RNG grocery stores, RNG medical care (wait?). 

 

I heartily recommend this product and/or service.



#45
Pearl (rip bioware)

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No.

The current RNG is a horrible idea with even worse execution, and the only way to improve it would be to at least double the UR drop rate.

~1150 hours and counting and I still have 22 cards left. If I didn't have any friends playing this, I would have quit a long, long time ago because of both how little progress I had made, and because I had no direct control over how or when progress was made.

I understand not wanting to structure unlocks in a Call of Duty-esque manner (where a player who is even slightly above average will have everything unlocked in under 24 hours of playtime), but expecting someone to put close to 35 times that (~750 hours) into a game with no guarantee of unlocking and completely maxing everything out is extremely misguided and will actually hurt the longevity of the game for all except the most avid players.

#46
HTTP 404

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perhaps I would like to see more diverse packs.  I did like the rare character or rare weapon options.



#47
AsheraII

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It depends a lot on the width of the RNG store. At some point, there will be too much crap and too little that you're actually interested in. A point where the sidecatches only add to frustration instead of joy. So while I agree with your post that the RNG actually benefitted the Mass Effect MP game, I do think it was getting very close to the point where it became frustrating instead of fun. At some moments along the way, it might even have temporarily crossed that line.

 

The developers noticed too, there's a very good reason why they occasionally had extra special packs available with increased chances at rares (2 instead of 1 etc) and everything. Setting up an RNG store is science these days, with equations and everything to maintain optimal customer satisfaction and addiction.



#48
FullSpe3D

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I get that to but, Its not just level 4 incendiary/AP, I have plenty of level 3's as well which is what I'm using on gold which is what I play most the time. In any case I will still like to be able to purchases specific consumables.  

Yeah, the other part of it is how much you use specific consumables (even though you don't think this is the case). I'm currently sitting on 55 Cryo 4's and 132 Cyclonic 4's, and this is pretty much the opposite of everyone else on BSN. It isn't because I'm the only one lucky enough to get tons of Cyclonics from the store, it's because I use my Cryo Ammo frequently and I only ever use Cyclonics on Platinum.

 

At the risk of turning this into a Sinful Force style rant about consumable use, I'll say that on Gold I usually just run a suitable level 4 ammo type for my kit, and that's all. That ammo type is frequently Cryo. I don't think Cyclonics or weapon amps are necessary for pug'ing Gold unless the team looks awful and you know you'll be solo'ing some waves.

 

So from my perspective, I have no issues with the store. Of course, if you're fighting RNG trying to get 3x pizza for a speedrun then your consumable situation is probably bad. But then again the game wasn't designed for that, it was designed to be a simple co-op game that only got half the content it ended up getting because people liked the MP.



#49
Kate Upton

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#50
crashsuit

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Are you sure you didn't mean to post this one?