RNG Drops should be based on in-battle RNG rather than post-battle RNG

Post by Azherae on 2022-01-21 21:56:45

Change my mind.

More seriously, I'm tired of games where you just dice roll at the end of a fight to see if you got something. This isn't a requirement of MMOs. Teamwork should be rewarded. Even if you limit it so I can't get every drop that is triggered this way, from the same encounter.

Fight a giant bull, crit with blunt damage during some charge ability, get the horn. Maybe that changes what it does so some other ability doesn't get used so you can't get something else.

Maybe not exactly like that either, but something. Give new players a chance to understand how to get a drop instead of just letting it come down to complete luck. RNG is still involved, after all. You did the ability and didn't crit, so no horn for you. Try again. Let us do something other than 'down the boss as fast as possible'. People can still just get lucky and do the required thing accidentally as a consequence of fighting and get something anyway.

If Intrepid is willing to 'make us want to have one of each Archetype in a party', then I'd assume anyone okay with that is also okay with not perpetuating this 'go, dice roll!' system that results in that stupid gameplay of 'I got lucky so I don't need to do this much anymore and I can get ahead' with no power over the issue or place where skill makes up a gap.

The economics and competitive aspects of MMOs have been 'suffering' for decades because of this outdated system, and I'd really like Ashes to be the second MMO I play to do away with it as much as possible.

Post by Sathrago on 2022-01-21 22:17:11

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Post by tautau on 2022-01-22 00:43:36

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Post by Dygz on 2022-01-22 01:51:10

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Post by Boanergese on 2022-01-22 17:42:34

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Post by Azherae on 2022-01-22 18:15:19

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No reason it has to be based on damage. The other game I play that does this, the damage is less relevant than the action.
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There are no requirements for extra health pools, it's a timing and state vs action taken thing.

Everything still drops for the whole party to loot on using whatever loot system they choose, the thing determined is, 'does the thing drop from the enemy at all'.

So in the case of the 'giant bull', the skilled group knows that of the options of Mane, Horn, Heart (just semirandom examples), they get the Horn by stopping the Charge, the Heart by dealing Fire damage (don't get hung up on this, I'm trying NOT to just 'detail the FFXI system' because it doesn't work as well in Ashes, the Mane by some other method or maybe even by just 'not doing enough of the other two things'.

So the unskilled group gets the Mane maybe, unless they bring a Fire mage and then some indicator tells them that 'the mane burns away, the creature's rage does X' (an indicator that you will get the Heart drop). The skilled group can manipulate which drop they get by, for example, 'holding off their Fire damage until the Horn is broken'.

An unskilled group with no idea what is actually happening will probably 'proc' SOME condition before the end of the fight depending on what Archetypes they brought, and probably get SOMETHING.

Economy can then be built around things 'often dropping one of multiple high end items that the players can control with their skill'.

No system is perfect, but I consider 'fight a boss and then roll 1d20 to see if you and your group get to progress or make extra $$' to be the WORST system, so I'm offering/complaining relative to another.

Post by Hutchy1989 on 2022-01-23 06:02:58

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Post by Noaani on 2022-01-23 09:05:13

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Post by maouw on 2022-01-23 13:52:14

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Post by Azherae on 2022-01-24 02:47:40

Ashes is modeled to us as having great diversity, and as I said, I absolutely don't want to say 'do what FFXI does', it's not the same, but we can still take some lessons from it. In that game, this system is based on magic, weaponskills, and debuffs, and most importantly, you sometimes need to bring a class that is not 'the absolute optimal' for doing damage and downing the boss, because that's the one with the easiest access to the magic or weapon skill you need to get the 'proc' to get the drop.

This helps to handle the 'you will want one of each Archetype' situation more often, and even can cause changes to which groups are built, if the market is flooded with MegaTaurus Hearts because for some reason Mages are the fastest way to kill it, then at least adding a Ranger on the day you want the Mane because the Mane barely ever ends up being the drop, is a good thing.

The more baseline tools Intrepid can work in to make the 'meta' less singular, the closer they get to the goal that I figure most of us are here to support.

Post by Noaani on 2022-01-24 03:36:49

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