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True Randomness In The Game Is Not Fun


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15 minutes ago, Cheggf said:

Why have random drops at all if it's not possible to have even slightly worse than average luck? Games with bad luck mechanics use it to prevent exceptionally bad luck (such as guaranteeing the drop at 500 or 1,000 krampus), not remove bad luck entirely. 

Indeed, why have random drops at all. It'd be more fair if it would only drop not guaranteed on each kill stuff only through the kills counter system. Or at least make the number lower than x5 the average amount of required to kill mobs, unlike the example numbers.

 

12 minutes ago, hhh2 said:

yeah, nothing can be guaranteed if you are working with randomness, that's just the nature of it. I remember this one time i was playing SW trying to summon the quaken and it took 6 full trawl nets before he spawned. It also kinda defeats the purpose of it being random if you are just guaranteeded something after doing it enough.

And again, yeah, but isn't removing/defeating or at least improving the random the point of the whole post? Random mechanics on important stuff like MacTusk loot or krampus sack just feel unfair, and mactusk's loot drop chances are fine for singleplayer, sure, but if you have about six people playing on the server, and all want a walking cane and a shanter, it gets worse.

12 hours ago, grumm9690 said:

I wonder why so less games use a very simple solution: create a hidden counter for killed creatures of same type. If the randomized drop of that creature drops on one of those deaths, counter resets. If the counter reaches a big enough number so multiplying it by the drop chance would result in getting 1, next kill drops the item guaranteedly.

So, TL;DR — just make it so if 99 Krampii didn't drop krampus sack (1% chance), the 100-th one drops a guaranteed one. If 3 volt goats didn't drop a horn (25% chance), 4-th killed one drops it guaranteedly etc.

Ikr.

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