Post by Azherae on 2022-08-22 03:07:31
To me this depends on the number of people who has the thing I'm going for relative to the overall number of players on my server. If 1% of players are going for the thing and on average get it on their 10th attempt, I'd be completely fine getting that thing on my 50th attempt, just because I'd still be in the 1% of people with that thing.But it's not the same for other people, right? Some of you get the 'hit' all the way down to 25 or higher, and I think most people don't start to feel anything negative until around the point I start to 'not feel anything positive', right?
This 'Attempt Exhaustion' kicks in differently for long chains, and I think for me it activates differently when I only have to do the entire thing once, it's just a 'roadblock' to either content, a tool for me to enjoy that content, or something for my build/playstyle. So I want to understand, even for those who also don't like this sort of system... if we stick to the 'you get nothing on failure', where do you fit in the above long thing? When do you stop feeling 'yes! I got it!' happily and start feeling 'Finally, damn...' (if at all).
This has always been my justification for burning dozens of weapons through OE in L2. I spent weeks refarming mats and enchant scrolls just to get a +1 over the majority of people around me. And if I later see that the majority is starting to catch up to me, I'll try going further in OE.
So in the case of those BDO horses, if only some small % of players even try going for them - I'd be fine with 144 attempts. At least if I've done all the other boosting I could, cause I could definitely see this kind of investment beginning to feel real bad if I could've boosted my character much more through other means. In other words, I'd just do this thing as the "last push for greatness".
This is really helpful because it hits at a point that I think only comes up in games I consider 'better'.
The weird thing is that I don't care about this in BDO (and honestly I kinda feel like the player didn't care THAT much either other than the thing you said). But the reason, imo, is because BDO is shallow. It's not really a very good RPG to begin with.
If I'm not pushing for 'greatness' but instead for 'uniqueness' or 'specialization', this feeling is way WAY worse. If I am 'GenericHealer4292' until I get the specialized thing that completes my concept of my build, through RNG, I am far more likely to quit the game before I get it, once I hit 'frustrated'.
If it's just 'yeah lemme get a minor boost here' it's whatever, it's incidental. In short, I have to have the choice to not even try and still have a roughly similar experience. This is what I would LIKE Intrepid to avoid even if RNG itself is important to their design. Don't 'lock gamechanging options behind it' as @BaSkA13 has said.
But if we use @tautau 's numbers but assume NO 'failstacks', you get the below (this time you get spoiler tags!)
Try 1: 76 people are a little unhappy, 24 people are immediately happy
Try 2: Probably 58 people are a little unhappy, 42 people are happy total
Try 3: Probably 44 people are a little unhappy, 56 people are happy total
Try 4: Probably 34 people are a little unhappy, 66 people are happy total
Try 5: Probably 26 people are sort of unhappy, 74 people are happy in total
Try 6: Probably 20 people are sort of unhappy, 80 people are happy in total
Try 7: Probably 15 people are sort of unhappy, 85 people are happy in total
Try 8: Probably 11 people are sort of unhappy, 89 people are happy in total
Try 9: Probably 8 people are slightly frustrated, 92 people are happy in total
Try 10: Probably 6 people are slightly frustrated, 94 people are happy in total
Try 11: Probably 5 people are slightly frustrated, 95 people are happy in total
Try 12: Probably 4 people are slightly frustrated, 96 people are happy in total
Try 13: Probably 3 people are a bit exhausted, 97 people are happy in total
Try 14: Probably 2 people are a bit exhausted, 98 people are happy in total
The thing is, in the case of the 'person who got it on the 24th try in the first dataset, they spent 24x what the first lucky person spent, and exactly 2x more than 'half the population of attempters'.
In the case of the person who got it on the 13th try in this dataset, they spent only 13x what the first 24 lucky people spent, but 6x what 'half the population of attempters' spent.
As much as I seriously hate it, if you wanted to make people (as I understand them) less annoyed, BDO's system is BETTER. But I may not understand this fully, again, because I just do the math for it. If I am at try 6 of the second dataset, my reaction is exactly the same, because I'm a number crunching econ-player. After that, then apply any irritation from 'I just need this to finish my playstyle'.
It's speed of 'getting people out of irritation space' vs 'getting the average person's experience to drown out the unlucky ones faster'. I personally find it really manipulative in both cases, but that's a long story about how 'rigged' systems become acceptable when you control the 'volume' of the haves and have-nots and that leads to politics real fast, let's not do that.