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>No one likes RNG on item % drop rate >No one likes RNG
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>No one likes RNG on item % drop rate
>No one likes RNG on boss attack patterns
>No one likes RNG on competitive games
>No one likes RNG for speedruns

So why the fuck do devs still do that shit? I hate that
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artificial difficulty
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To make sure players can adapt and so their games don't get stale or give the exact experience every time.
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the only acceptable RNG are randomized events in management games
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>>344191243
this. its why pokemon is a cash cow
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>>344189839

Most game designers don't design games for speedrunning.
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>boss has a 1/256 chance of dropping a rare item
>it's the only place to get the item
>the other 255/256 chance is for dropping gold or nothing at all
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>>344189839
>None one likes OP

So why the fuck is he still breathing? I hate that
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>>344189839
>>No one likes RNG on item % drop rate
I like this only because there is no better solution for distributing rare items.

>>No one likes RNG on boss attack patterns
Are you retarded? If bosses had set attack patterns they would be piss easy. At least with RNG you kind of have to pay attention.
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>>344193312

I think the attack pattern complaint is leveled more at turn based RPG bosses, where if some bosses use the same move three times in a row, you're ded without recourse.
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I like all of those things
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>>344193312
>I like this only because there is no better solution for distributing rare items.
I don't believe this. It's more likely that no one actually tried because it's way easier to program.
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>>344194236

How would your recommend distributing rare items?
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>>344194236
Okay, what's a better solution then? I have yet to see one.
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>>344193312
>>344194236
>think up some way to grade your performance
>receive rewards according to said ranking system

wew so hard
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>>344189839
>all RNG is bad

This is objectively wrong
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>>344194578
>>344194584
this
>>344194595

or strew the rare items out on a guarantee every few areas and base them off of what you are using. Don't tell the player about too so things are even better.

Or maybe just make useful items and not rely on a drop system.
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In FF Explorers, there are rare boss drops which you hope for after every battle like normal

There are also subquests which you can leave on yourself, such as beating a particular boss 3 times, which has a high chance of giving that bosses rares

So essentially, if you didn't get your rare from beating the boss 3 times, you also get a better chance roll immediately, which greatly offsets the annoyance of farming bosses for the one rare

I think that's a big help, but the rest of the game is not good.
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>>344194595
>>344194863

That requires making your drop system contingent on ranking systems, which are almost always arbitrary and playing for highest ranks often involves limiting yourself to one janky strategy to maximize whatever metric is overweighted in determining rank. It also raises the question of what kind of game you're playing in the first place.
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Because it's easier than the alternative, which involves thinking about conditions driven by player actions.
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>>344189839
This is the most special needs post I've seen so far during this particularly special needs summer
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RNG makes a game more interesting
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>>344189839
Because it is harder to plan for probability than certainties.
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>>344193096
>Item only can be found in a certain chest that pops up in the main zone
>The chest is invisible, you have to know exactly where it spawns to open it
>it has a 1/2000 chance of spawning every time you enter the zone
>And after that there's a relatively tiny chance that it has the item and not just money
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>>344194578
>>344194584
>>344194584
There's no problem with RNG drop rates because loot tables are often larger than what should be gained from a single engagement; yet an option is just making crafted gear. Bosses and mobs can provide mats.
Thread replies: 25
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