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yeah me too. the rng mechanic is there to make the player keep playing or aim for something. if just crafting by the time i have everything i'm bored coz there's nothing to aim for. all that left is how to kill the monster fast.
having them be drops of different rarities like a pity system or for those who don't want to grind any specific decos would be cool on top of that but less of a priority than making them craftable in the first place
Anything short of that is designed intentionally to waste as much time as possible and I would consider it outright malicious game design. Like how worthless the Elder Melder is in World, apart from very few "craftable-only" jewels and other low-grade crap.
The first part is fairly straight forward to fix: just make the odds reasonable. It shouldn't take hundreds upon hundreds of hours of grinding to get a few copies of ONE SPECIFIC DECORATION. That is not fun for anybody. There already exist mods that fix this issue by making decorations have roughly the same chances to drop across the board, which even on it's own completely fixes the problem for me. Just want to illustrate how little it takes to make the game more enjoyable.
The second part can be accomplished in multitude of ways. But the whole idea is to enable players to eventually guarantee a desired result. It's puzzling there's nothing like this in Iceborne because they have already done this for rare monster materials, you get vouchers that can be exchanged to a guaranteed rare drop from a monster. Why this exact same system does not extend to decorations I have no idea, they literally just had to take what they have and make it possible to trade for whatever decoration you want with those vouchers, that's how little it could take. Of course it could be made even better and more interesting, I'm just pointing out how little is actually needed to fix the issue.
Personally I don't think any RNG is required, nor do I think it actually makes the game better. The only reason we were forced to do the decoration lottery in World and the charm lottery in Rise is because the devs wanted to pad the game's length for their players. They wanted to give players an excuse to keep playing. But in my opinion that is a very lousy excuse to make game worse. If they want to pad the game's length the easiest way to do it is to just add more quests, even the anomaly research system in Rise, while having it's own problems, is still a FAR superior way to make the game last longer.
The bottom line is this: both charms and decorations should be craftable, the end. You can make it very difficult and time consuming, but it would at least be a clear objective that you can make realistic progress towards, not a lottery where you don't even hope to get what you want because the odds are just that abysmal.
I wouldn't say that they are trying to waste our time, at least not maliciously. I'd rather call them short-sighted and extremely old-fashioned instead, since I'm pretty sure they are just "doing it like the older titles" without noticing how outdated those systems and ideas are.
This keeps the random element but a mediocre charm is easy to work around.
- No more ugly world weapons
The designs were terrible title updates had some good ones.
- More colour
World always felt dull I suspect this had something to do with the more grounded style they were aiming for but I don't like it.
- A story that doesn't get in the way
World's story felt like it had too much screen time for something so bland I just need a little context to point me at the gameplay.
- Hopefully no clunky gimmick like the clutch claw
This thing always caused me endless frustration I really liked the slinger power shot though.
- More diversity in monster types
Especially thinking along the lines of fanged beats and the crabs it's just nice to mix it up a little.
That's about it on the spot
Rng decos also isn't a good reason to keep playing. The game isn't a live service, if you are done with the game, then play something else.