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Fordítási probléma jelentése
It's tempting to regard games of perfect information like Chess, Go, and Tic-tac-toe as not being games of chance, or RNG based, since the outcome of the game is purely a function of the decisions of the players which they make with full knowledge of the game situation.
For a simple game like Tic-tac-toe this is hard to dispute, since having all the information should be enough for a player to always avoid losing, but for a game as complicated as chess it is arguable that it may rely on pure skill.
I find if an individual run could be done faster and with less effort, than even a poor chance to get something wouldn't feel like such a waste. For a full relic run, at most you have to farm the specific relic (RNG dependent), then grind up void traces (slow and repetitive, even with a team, and still RNG dependent), then run the relic. After all that time and effort, not getting what you worked towards feels like a major waste.
If void traces came in much faster, or if relics were easier to come by, then the failure wouldn't be so bad. Alternatively, if the end result of all that work was actually getting what you wanted, then all the effort wouldn't be so bad. It's the combination of high effort, high time investment, and high chance to fail that makes it vexing.
Yes, there's that argument that "you wouldn't play if you got what you wanted so fast." Well if sufficiently frustrated, then I'm not having fun and if I'm not having fun, then there's no point in playing anyway. Not playing at some point is inevitable. The main difference is whether or not the experience was satisfying or frustrating. I play games to have fun, not to be frustrated. I will take a short and satisfying experience over a boring, dragged out, and frustrating one.
And then there's the argument that it's all "part of the challenge." Power to anyone who feels that way, but personally I've never felt satisfied to have all skill and effort invalidated by dumb luck. It feels less like a challenge and more like simply having to wait, except the expect you to work while you're waiting. It's not entertaining and the repetitiveness eventually grinds down any sense of challenge into that of a mere chore. I see no challenge and no satisfaction in a mere waiting game no matter how tedious it's made.
Oh and the whole "that's probability" thing. Yes, it is. It's also not relevant to whether or not using an RNG based loot reward system at all provides a satisfying gaming experience.
Dark Souls
For example you could get an increased chance at a drop you don't have if you have all the other drops they make. <thinking of mods and warframes>... not like a Payday 2 card flip that will always give you what you are missing but some system in the middle. Not even a big increase in chance but over time as you repeat the job it stacks. That at least would give the player a feeling of getting someplace even without the drop you want.
Also would be nice if you could refine a relic mid way for the best chance at the uncommon.