Post by Azherae on 2022-06-08 17:21:07
But in the case of a completely safe upgrade, what would be the "respectful" length of time required for said upgrade? Would it be 1h or 20? Cause I feel like it's usually 20, or every achievement is instead super easy and fast which is its own problem.That is what people mean when they say a game 'does not respect their time'.
And if it's closer to 20 for everyone, then you're fucking over all the people who can't spend that time for an upgrade (especially if it's extra content and not a necessary one). So imo having a range for those things is fairer.
Now you could say that the game could have some skill-dependent range of time instead of pure rng, but this too would cut off a part of the playerbase who don't have that amount of skill or the time to acquire it.
Obviously this opinion comes from a person who's super used to rng mechanics in their game, but I think it's important to have a different outlook in such discussions![]()
I have not and never will actually advocate for a completely safe upgrade relative to getting exactly what the player wants across the whole item, in an Enhancing/Enchanting system.
My suggestion is entirely based on 'always get something, you can use it anyway, trade or sell the something to someone who is more suited to it, or you can spend the money, junk the 'failure' and do more stuff'.
That retains MOST of what you seem to enjoy while offering more agency than just 'well sucks to be you I got mine'. If I want Ice Resist gear and my Enchantment turns out to be Wind Resist, I can offer it to someone who wanted Wind Resist on the same gear (social), go out there looking for Wind using enemies to grind on for a new experience to get my money back and maybe find out that I like fighting them too/better (experiential) or continue trying the content I needed the Ice Resist for and hope I improve since my new stat is useless but I can keep improving (tenacity).
Any 'heavy item damage equivalent to destruction or destruction itself' system gives me only one of those options. It's the same thing I do now.
Step 1. Never enchant.
Step 2. Continue trying the content without the Ice Resist.
So here's the issue as the 'selfish person', let's assume I'm having a VERY toxic day. I go for my Ice Resist enchant right next to my 'rival'.
They get it first try. I get Wind Resist. I go 'aww FUCK her and her RNG'. Mostly because she's a terrible person who lords it over me and taunts me about it... yeah...
Then I go "I'm not spending 20x what she did, I'll go find some Wind using enemies to fight so I can keep up with her RNG-carried BS. Sheesh'.
OR it goes the other way. I get it first try, she doesn't. Now our cool rivalry is 'broken by RNG' until she can farm maybe 20x more. But I'd also farm 20x more. This just has to happen (or roughly happen) 3x in a row, and now I've lost a rival IF my Rival is a dumbass and doesn't take their 'failure' (-20% Damage Taken Under X Status) and figure out how to turn that into a strength so they can 'keep up'.
But I'm okay with THAT because that's them not seeing an opportunity. That's their failing. In a straight OE system, the only thing they 'failed at' was maybe 'not being cautious enough' or 'not being bold enough' and you know... you can't tell which beforehand anyway.
The people who can't spend 20h on an upgrade should be able to take whatever they GET and go on a new adventure to make what they GET useful. That's the goal of my suggestion.