RNG is good.

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CharanJaydemyr wrote:
RNG is more than good. It's the absolute cornerstone of every ARPG, ever. Arguably, every RPG ever...

Don't blame RNG. Blame those who decide the value of whatever that number might turn out to be. Blame them because unlike the roll of the dice, *they're in control*.
Ah, the basis of all legitimate ARPG QQ. Because make no mistake, I am not anti-complaining.
@johnKeys
Also what Psyborg said. Except the curves on the road actually make it more fun. I actually think the #1 trick to enjoying the endgame is to prohibit yourself, as much as possible, from using Chaos Orbs on maps; rerolling them for "the good mods" just ruins everything. (Except Chains. Fuck Chains.)
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 10, 2014, 3:58:38 AM
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johnKeys wrote:

It has to be something rarer then that like a plus dropped me 10 Exalts, which may be completely worthless as orbs in the "crafting" system PoE has, but are sure as hell good dollar bills for that filthy disgusting black market you so adore as "the holy PoE economy".

that means I'm soooo much more hardcore than you, Scrotie.
hell, it even means I'm a better player than you, because I used that random stuff to randomly get past all the random gear-checks, randomly dropping +2 maps all the way up to randomly passing all your characters on the grand ladder of skill and courage.
and obviously, I have more shinies.

killed 2 Caligas and got nothing, huh? GG man :)


now, do you finally get the point I'm trying to make?



as for that last remark of yours, I find it insulting.
you of all people should know not to imply I'm entitled, or want immediate rewards with zero effort.
on the contrary.

I'm not pushing that "submit" button 4 fucking thousand times because I get Chaos Orbs out of it.
I do, because I care about the game and the direction it is taking.
maybe I shouldn't.


I too dislike the direction it's taking. They cater to people who want less RNG, and STILL get bashed for it.

People bitch about crafting, they implement crafting recipes, and receive even more negative feedback.
People bitch about linking, they add + quality to increase the odds, people still bitching.
People bitch about gated XP, they add minimum XP gain so you can level up outside of maps. People still complaining.

Yes, without them just handing out free shit you will never be happy. I was against all of it, and they keep putting God damn bumpers up. You saying you should have got a Shavs after palace Dom says it all.
Last edited by Worldbreaker#6569 on May 10, 2014, 4:00:00 AM
@Psyborg and Scrotie, a road that leads nowhere, is a road where you'll eventually get stuck in the middle of nowhere - because you ran out of fuel.

and then you'll end up looking like this
Alva: I'm sweating like a hog in heat
Shadow: That was fun
I think you just cherry picked good parts of RNG and turned a blind eye to real parts causing problems with it such as;

- Access to relevant challenging content being gated behind RNG
- Real challenge about Atziri being defined with the rarity of her fragments, and only access to fragments being via pointlessly low content
- RNG in crafting having no progressive odd at all.
- RNG not favoring risk vs reward at all. Skipping anything that will take time is the most efficient way of farming due to current RNG implementation.
- Barrels being best exalt source in the game (duh! risk vs reward for you!)

I am sure I can go on, but not feeling so..
You can all build up very fancy word constructs that are build to delude me into thinking everything is fine but there are mere gameplay facts that are a drag down for me personaly. No matter of arguing with very fine laid arguments and examples and shit can erease that personal experience. So please scrotie and anyone else stop telling me that everything is fine when my experience and opinion differs a mountain from yours.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
"
johnKeys wrote:
@Psyborg and Scrotie, a road that leads nowhere, is a road where you'll eventually get stuck in the middle of nowhere - because you ran out of fuel.

and then you'll end up looking like this


Fun is my fuel...as long as I have it I keep going, Im in no rush. Someone with 80000 exalts has no effect on that. It doesnt alter the chances of my next kill dropping something godly. Why should I care how others play and what goals others have? More importantly, why should you? You dont like the RNG concept on its face. You want to overhaul one of the basic mechanics because you feel PoE should be redesigned in your image. Remember when games would come out, youd either buy them or not...if they werent your preferred type of game you simply didnt buy. There was no way to try to force your will on the company so they would basically customize their game FOR you.

I miss those days, a lot.
"
CharanJaydemyr wrote:
RNG is more than good. It's the absolute cornerstone of every ARPG, ever. Arguably, every RPG ever. And beyond that, any game that involves dice or card drawing.

That which people call 'RNG' when they cry 'unfair!' is not the RNG, but the value of the number generated as determined by a completely NOT random table. They're ultimately blaming a symptom for the disease.

And while GGG did provide medicine for the disease, they gave absolutely no indication as to what the medicine might do. They didn't even provide a list of side-effects: we had to craft, craft and craft to see those. To this day we have NO FUCKING IDEA what will happen when we take the next pill other than quite a few things and apparently they're all 'possible'.

...It all seems so fucking random, thus the blame falls to RNG. Don't blame RNG. Blame those who decide the value of whatever that number might turn out to be. Blame them because unlike the roll of the dice, *they're in control*.


Agree.
If you can't control it, STOP.
What many of you described isn't ARPG, extensive RNG based gameplay is field of Rogue-likes. While Rogue-like is based around short play sessions (~ several minutes) and majority of play sessions ending by defeat of player, since it's genre raised from the ashes of coin-ops. That's the exact genre where extensive randomness belongs, ARPG should be based around well tailored pseudo-random distribution model.
Since PoE is build like Rogue-like, it's forced to use Rogue-like gameplay elements (one-shot mechanics etc.), which thanks to the mentioned long gameplay sessions favors those on the positive side of "RNG curve", while it ultimately turns those on negative side away from the game.
@symban
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I think you just cherry picked good parts of RNG and turned a blind eye to real parts causing problems with it such as;
  • I haven't read Lyralei's thread on map management, or if I have I just don't feel like applying the concepts. I blame RNG for this.
  • Atziri fragments force farming pointlessly low content. This has nothing to do with RNG — if the chances were 100% it'd still be forcing pointlessly low content — but I felt like derailing the thread.
  • Crafting doesn't give you a sense of progression from zero to success. This has nothing to do with RNG — if there was a 1500 Fusing for 6L formula, there would still be no progress until 1500 Fusings were amassed — but I felt like derailing the thread. Also by "crafting" I mean trying to link items, because if I was talking about affixes I'd have to acknowledge the existence of Eternals.
  • Barrels provide reward with zero risk. This has nothing to do with RNG — even if barrels always dropped an Orb of Transmutation, the principle would still apply — but I felt like derailing the thread.
  • Barrels provide reward with zero risk. Oh, and by barrels, I mean stupid zombies which still pose zero threat. I mostly just felt like listing this one twice.
Fixed that for you.

Oh, and I truly agree when it comes to fragments and barrels. Maybe even the walking barrels. Not linking items, though; I don't think players need a sense of steady progression.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 10, 2014, 5:40:42 AM
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Sisal wrote:
What many of you described isn't ARPG, extensive RNG based gameplay is field of Rogue-likes. While Rogue-like is based around short play sessions (~ several minutes) and majority of play sessions ending by defeat of player, since it's genre raised from the ashes of coin-ops. That's the exact genre where extensive randomness belongs, ARPG should be based around well tailored pseudo-random distribution model.
Since PoE is build like Rogue-like, it's forced to use Rogue-like gameplay elements (one-shot mechanics etc.), which thanks to the mentioned long gameplay sessions favors those on the positive side of "RNG curve", while it ultimately turns those on negative side away from the game.


Why the hell is my post always last one on the page, doomed to be forgotten.

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