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In this case, you can spend all 10 tokens during all days and finish the game without hear any Story, this is stupid because you can finish the game 300 times without hearing all Stories, since you can have bad luck and don't proc the Story.
What Scott Cawthon should to it's to implement a simple rule in the source code... You put RNG as normal but every time you fail, it increses the change a little bit until it hits 100% chance to proc the Story.
Simple as that:
The first time you play with Candy Cadet you have 0% chance to proc the Story.
The second time you have 10% to 100% chance to proc the Story.
Third time 30% to 100%
4th time 40% to 100%
5th time 50% to 100%
and so on...
If you proc the Story, it start from 0 again.
Right after you proc the Story you will have 0% chance next time,
after that one, you have 20% to 100% and stay that until proc the second Story.
Do the same to the third Story.
This is the simplest best thing any Dev can do to RNG in some games where players need to know something even being RNG, because since it's RNG you have the same amount of chance to get or not what you need.
With that system you will make it sure it is RNG but once the player did try for a long time, it will give what the players need.
And why I'm saying players "need" to hear the Stories? Because FNAF isn't about Jumpscares anymore, no one gets scare for Jumpscares... It's all about the Lore, it's all about do theories, it's all about learn what the hell is really happening with everyone there.
Since it's RNG, and as me, you can play with Candy Cadet for 30 times and never hear a single Story, that means you will never hear something that can be important to Lore.
I also already saw all endings and stuff in YouTube. I just want to do everything,
I mean... I want to have all 6 Certificates, all 4 Achievements and Pickles.
I don't see a reason to stay trying and trying if there's no sense on do it.
"You could hear next time", yeah... I could hear in 4 tryies... I could hear in 400th try.
Original post follows:
A properly designed game doesn't incentivize cheating (outside easter eggs, of course; I'm sure loads of us can name at least one game that gives you a cheeky achievement or cutscene for certain cheats).
The fact that all three stories are required for the Lorekeeper certificate should inform a less random chance of hearing said stories. This isn't like FNaF 1's 20/20/20/20 mode, where Scott honestly didn't believe it was /possible/; he created incentive for this and made it mandatory for the complete ending. Making the story chance this random is artificial playtime inflation.
As stated, it can still be quasi-random, with tweaks depending on some factor or another. I personally think it would be best if the stories were triggered by unlocking eggs in other games, especially since there are THREE of them. Each Cadet story can be heard after, and ONLY after, unlocking one of the other three. Making it so you only hear a story if you test Candy Cadet immediately after unlocking the full easter egg from either of the arcade machines or Security Puppet, and only once per each, still makes it harder to get the certificate, and it ties them together in a way that encourages replay without relying on a frustration mechanic. If a player trips across this association by accident, it incentivizes them to hunt for more hidden secrets to unlock more Cadet stories.
Scott, I know you read these, and I know we love you for making us work (and occasionally rage), but not all usages of RNG are good ones.
The problem with RNG is that people, neither programmers, can control what will occur.
As I told, the first time you can't receive a story because it's the first time... But from the second and beyond you can receive all 3 stories in 3 tryies or you can receive none stories in more than 400 tryies...
That's why people created that system I told in the previous post, where each time the players fails, it increses the chance a little bit, forcing you will receive after some tryies without mistake.