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The store should have other chest types, especially one guaranteeing a unique item.


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#26
ShintomeEX

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Am I the only one who wants class specific chests?

Think about it, if you have chests that can only give weapons, armors, and upgrades(with the exception of runes) of a specific class (speaking warrior, rogue, and mage respectively) then that alone will help sort RNG by a third and turn some of those bandit greatswords into something interesting. Not to mention specific upgrade materials (*cough* cloth *cough*) will be a bit easier to get ahold of...

Just some food for thought.
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#27
ShintomeEX

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Am I the only one who wants class specific chests?

Think about it, if you have chests that can only give weapons, armors, and upgrades(with the exception of runes) of a specific class (speaking warrior, rogue, and mage respectively) then that alone will help sort RNG by a third and turn some of those bandit greatswords into something interesting. Not to mention specific upgrade materials (*cough* cloth *cough*) will be a bit easier to get ahold of...

Just some food for thought.

#28
ShintomeEX

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Stupid phone sorry for double post.

#29
Mofojokers

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Am I the only one who wants class specific chests?

Think about it, if you have chests that can only give weapons, armors, and upgrades(with the exception of runes) of a specific class (speaking warrior, rogue, and mage respectively) then that alone will help sort RNG by a third and turn some of those bandit greatswords into something interesting. Not to mention specific upgrade materials (*cough* cloth *cough*) will be a bit easier to get ahold of...

Just some food for thought.


You may want to see this forum post i think its page 3-4

http://forum.bioware...ggestions-here/

#30
stysiaq

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Yes, class specific chests would be an answer to some of the grind problems as well.



#31
knownastherat

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I still have not seen any reason for RNG to exist in the first place.

 

What added value does it have? In regards to game mechanics, progression in particular. Is it integral part of game mechanics and if so why? What dis/advantages does this system have in comparison to other systems without RNG? Why does player/user/customer has to rely on something "random" when progressing through content? etc etc These question are never answered in any satisfactory way. But the show goes on.

 

The reason is .. because those who offer this product are not likely to implement something else. No wonder, their customers do not demand it. They settle for at least something .. 1 guaranteed or perhaps less "random" specialized chest. No matter they could have the upgrades, weapons, armors, accessories they actually wanted and used for their play style and character only if they asked for it. But no, "they" will not implement it, lets be careful and lets settle for one guarantee. After all, that is what we are used to and its not all that bad.



#32
stysiaq

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I still have not seen any reason for RNG to exist in the first place.

 

What added value does it have? In regards to game mechanics, progression in particular. Is it integral part of game mechanics and if so why? What dis/advantages does this system have in comparison to other systems without RNG? Why does player/user/customer has to rely on something "random" when progressing through content? etc etc These question are never answered in any satisfactory way. But the show goes on.

 

The reason is .. because those who offer this product are not likely to implement something else. No wonder, their customers do not demand it. They settle for at least something .. 1 guaranteed or perhaps less "random" specialized chest. No matter they could have the upgrades, weapons, armors, accessories they actually wanted and used for their play style and character only if they asked for it. But no, "they" will not implement it, lets be careful and lets settle for one guarantee. After all, that is what we are used to and its not all that bad.

 

Seeing that all our moaning about letting us buy specific weapons in ME3 failed I switched to moaning for at least something SLIGHTLY better. RNG exists so some people get frustrated and dump their bucks in the store to open extra chests and this model is likely to stay.

 

Literally everything that yelling at ME3 store accomplished was:

 

  1. Removing endless character cards from chests
  2. specialized chests for equipment, characters and weapons.

Now forgive me if I don't believe we can achieve more with 1/10th userbase (I'm pulling the number out my butt, but judging by the number of posts on this board we aren't nearly as numerous as the ME3MP crowd).


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#33
Guest_Mortiel_*

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Personally, I do not think guaranteed Uniques/Rares would work with DA:I's loot system. It did with ME3MP because the system was different. I outlined that and my suggestion already here:

http://forum.bioware...-chest-options/



#34
Really Sad Panther

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I wouldn't mind seeing a chest that just had crafting items.


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#35
Guest_Stormheart83_*

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This please.
 
zlnoLmP.png

Good for you. But, that is not the norm not by any means. I can't even kill enemies in Perilous because I get nothing but low level items with abysmal damage output.

#36
knownastherat

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This is my evergreen topic, well, we are in realm of speculations. We do not have the data needed to draw conclusions from and even if we had some data interpretations may vary.

 

You say:

 

 

Seeing that all our moaning about letting us buy specific weapons in ME3 failed ..

 

I know nothing about that, but lets assume its close to reality. Is it possible that despite number of people moaned, micro-transactions were rolling in? Because in such case .. let them moan, its democracy and all that, accounting matters.

 

I  switched to moaning for at least something SLIGHTLY better.

 

 

I can understand where you coming from. I explained why compromise is not good enough.

 

RNG exists so some people get frustrated and dump their bucks in the store to open extra chests and this model is likely to stay.

 

 

Why should anything in game be frustrating? Game should be fun. Developers and shareholders should make money. Customers should be happy. Micro-transactions are to stay, I have quoted EA on this before, but where the belief that only RNG can make money come from? And if its not just a belief and custom let me see the supporting evidence. Micro-transactions do not equal RNG. The fact is that EA does use this model in their games and it probably makes money so I do agree they have no reason to change it. Back to accounting, back to customers not accepting scam and not even half scam.

 

Now forgive me if I don't believe we can achieve more with 1/10th userbase (I'm pulling the number out my butt, but judging by the number of posts on this board we aren't nearly as numerous as the ME3MP crowd).

 

 

I have no idea if even anyone concerned reads this so what I believe and don't regarding achieving matters little. It is, however, matter of principle and I would be intellectually dishonest if I accepted its fine because I believe it is not. 



#37
Shadohz

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The problem with the RNG is that they don't use an exclusion list. The weapons that you do own should be deducted from the random calculation. At the very least it should exclude unique weapons, that way you are eventually guaranteed every Uni (as long as you don't salvage them). That's what the major difference is between ME3MP and DA3MP. Tweak that and I think you'll see a lot less people complaining about drops.


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#38
Shadohz

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Personally, I do not think guaranteed Uniques/Rares would work with DA:I's loot system. It did with ME3MP because the system was different. I outlined that and my suggestion already here:

http://forum.bioware...-chest-options/

It wouldn't work. They would have no way to prolonging the game out a year or two because players would peak too early. If they were using actual unique weapons (one-of-kinds) then maybe... but the current state, no.



#39
Guest_Mortiel_*

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It wouldn't work. They would have no way to prolonging the game out a year or two because players would peak too early. If they were using actual unique weapons (one-of-kinds) then maybe... but the current state, no.

 

True, my idea was not perfect, but guaranteed Rare/Uniques would not be any better. It was fine in ME3MP (except for those bloody level IV ammo!) because there was only one of each weapon, and getting duplicates leveled up the weapon. Once the weapon was maxed, it was removed from the drop table.

The only real way to fix the loot system is by having some means to narrow the RNG selection, which is where my idea entered.

Honestly, maybe just making class specific chests would be best (similar to what I suggested, but without level-tiered chests).



#40
Chaz Darkbane

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I think making chests guaranteed to gives uniques makes them less...unique? I would be okay with something similar to ME3 where there are increased chances of some types of chests giving certain types of items. But a guarantee on the best items in the game? I'll pass. RNG is okay to a point, it keeps us playing trying to always find better loot.

 

So my proposal would be something similar to ME3, where larger chests have a "this chest is guaranteed to have rare or higher items" modifier to speed things up and make sure we get the kind of loot we need to progress, but no guaranteed jump to the best gear. We could even have a separate version for levels like "this chest is guaranteed to have items level 15 and above"



#41
Shadohz

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True, my idea was not perfect, but guaranteed Rare/Uniques would not be any better. It was fine in ME3MP (except for those bloody level IV ammo!) because there was only one of each weapon, and getting duplicates leveled up the weapon. Once the weapon was maxed, it was removed from the drop table.

The only real way to fix the loot system is by having some means to narrow the RNG selection, which is where my idea entered.

Honestly, maybe just making class specific chests would be best (similar to what I suggested, but without level-tiered chests).

Sorry I should've clarified. I was agreeing with you that Rarity-specific chests wouldn't work. There simply aren't enough of them to justify it. They would need mechanism similar to the weapon upgrade system in ME3MP that would work in RNG (i.e. one-of-kind weapons, upgraded versions, or numerous amounts of high-end weapons). It's a little late in the game (pun intended) to re-write the weapons system and given the numerous amounts of bugs, I'd settle for "massaging the code".



#42
Cirvante

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Good for you. But, that is not the norm not by any means. I can't even kill enemies in Perilous because I get nothing but low level items with abysmal damage output.

 

"Good for me" is debatable. Penguin has three Longbows of the Griffon and there's a guy on his reddit who has six. I wasn't posting this to brag, but rather to show how broken the RNG is. After you get a unique item once you shouldn't get it again in my opinion.



#43
knownastherat

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I do not want single Griffon as I do not play archer. I want staves and rings and belts and mods on armor and weapon with stats I prefer. I will not stop demanding it because I do not want anything physical nor anything to gain unfair advantage from nor anything game breaking nor anything what should bother anyone. I just want to be able to customize my character through progression the way I see fit.

 

Whether its gonna happen in this game or next game or I dunno next century I do not care but if it takes 100 chests on average to drop the staff I want, let me play/pay the same amount of time/money it would cost me to get 100 chests and give me the staff. Chance for rare .. Griffon .. RNG is RNG .. screw that. If I play 50 hours as mage I want my 50 hour staff. Banner. Yeah that's of help of on Perilous. 



#44
stysiaq

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This is my evergreen topic, well, we are in realm of speculations. We do not have the data needed to draw conclusions from and even if we had some data interpretations may vary.

 

You say:

 

 

I know nothing about that, but lets assume its close to reality. Is it possible that despite number of people moaned, micro-transactions were rolling in? Because in such case .. let them moan, its democracy and all that, accounting matters.

 

 

I can understand where you coming from. I explained why compromise is not good enough.

 

 

Why should anything in game be frustrating? Game should be fun. Developers and shareholders should make money. Customers should be happy. Micro-transactions are to stay, I have quoted EA on this before, but where the belief that only RNG can make money come from? And if its not just a belief and custom let me see the supporting evidence. Micro-transactions do not equal RNG. The fact is that EA does use this model in their games and it probably makes money so I do agree they have no reason to change it. Back to accounting, back to customers not accepting scam and not even half scam.

 

 

I have no idea if even anyone concerned reads this so what I believe and don't regarding achieving matters little. It is, however, matter of principle and I would be intellectually dishonest if I accepted its fine because I believe it is not. 

 

You are clueless. DAMP store is a rehash of ME3MP store, and I can't count all the threads that said that "RNG store can't be back for DAMP! No, don't put it in the next ME!!!" etc. They showed up every goddamn month, and I already told you what were the effects.

 

You say, like many before you, that compromise is not enough. Then wake up, princess, because it's a model that works and people are willing to spend as much as $400 in the shop already, and BioWare can just sit with their arms crossed doing jack s**t. And that means that RNG is here to stay and if we are to experience any change they will all be changes within the current system not a system overhaul.

 

Games should be fun. This one - honestly - is. But it's not fun if you can grind ad infinitum and still not get the item you want, but for example - 6 items you already have, like Cirvante and his Griffon bows.

 

As this shop is a rehash of ME3MP ones we know what can be changed relatively easy. Which are drop rates (rarity wise) and kinds of things that drop out of the chests. And that is a thing that is achievable. It's a matter of man hours needed to introduce such changes. Anyone who says that the whole system needs to be changed clearly didn't attend BSN while playing ME3MP and doesn't know futility of such proposals.


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#45
MajorStupidity

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You can thank Microtransactions for the RNG store mechanics. A good reason why I don't believe MTs belong in a game you already pay for. They incentivize the developer to balance the game to be more of a grind and RNG based to wear down your patience so you will be more inclined to drop real cash on random packs.



#46
Guest_Mortiel_*

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You can thank Microtransactions for the RNG store mechanics. A good reason why I don't believe MTs belong in a game you already pay for. They incentivize the developer to balance the game to be more of a grind and RNG based to wear down your patience so you will be more inclined to drop real cash on random packs.

 

Oh Em Gee! It's Major!

 

N7 SpecOps, unite! lol


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#47
AwesomeBabyLion

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And yet another thread you will never ever see a BioWare employee post =)



#48
veramis

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You are clueless. DAMP store is a rehash of ME3MP store

 

No. DA3MP loot system is more like an inbred child with a million genetic defects not found in either ME3MP or RPG's.

 

DA3MP took all of the recessive genes from the ME3MP loot system and all of the recessive genes from the worst linear RPG loot system and created a loot system that is more retarded than the parent loot systems.

 

Don't agree with your whining about people whining about RNG or your claim that the way to fix the loot system is through "drop rates" or "kinds of things that drop out of chests". It doesn't take a genius to see that the loot system in DA3MP is complete sh*t, and that the ME3MP loot system is infinitely better, regardless of both relying very heavily upon RNG (in case someone decides he wants to write an essay that it is 100% RNG to derail my argument, note that you can buy specific types of chests in ME3MP and can craft specific things in DA3MP). If all you change in DA3MP loot system is the drop rate and types of items that drop from chests, it won't change the fact that there is almost no replayability or variations in end game gear and the multitude of other flaws with the loot system.

 

I'm not going to waste my time reiterating all of the reasons why this is so because I will probably just get a response that gives me a headache as much as your post just did. But to summarize:

 

1. ME3MP required you to earn 10 of a weapon in order to fully upgrade it= Allowed players to obtain the items they wanted much faster with better odds, more frequent tangible evidence of progression by receiving incremental improvements, and greatly reduces RNG variability (100 penny rolls is significantly more likely to be close to 50/50 than ten penny rolls)

 

2. ME3MP excluded maxxed out weapons=Assuming odds of obtaining max rank items in ME3MP is equal to obtaining max rank items in DA3MP, ME3MP will allow users to obtain items and max them out significantly faster.

 

3.  ME3MP gave you dozens of viable weapons to choose from=Replayability. DA3MP has 1 best 1hander, 1 best 2hander, 1 best dagger, 1 best bow, 1 best shield=No added replayability from loot. (and if someone wants to argue "durrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr archer punched by maker, hunter griffon!", its still just one best weapon for archer and one best weapon for hunter)

 

Solution? Throw away this broken inbred baby, and actually do a rehash of ME3MP loot system.



#49
stysiaq

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And yet another thread you will never ever see a BioWare employee post =)

 

 

You don't get to see many BW posts on this board anyway. And no big wonder if from 1.5 M posts about DA:I only 20k is about the multiplayer.



#50
Jeremiah12LGeek

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I'm hoping that it's because they're busy working on patches. smiley_innocent.gif


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