![]() And if you actually STOP and consider what I'm saying, you might see another side to this discussion. ![]() RNG is too random in many cases to be uniformly the same for everyone. They will inevitably complain about the experience, but rest assured there are folks out there that will tell them "RNG is just RNG." A low luck rating actually makes players invest their time longer and longer into the game. ![]() Aside from profits that can be made by trading, this fast seeding of an economy also lets other plays (who aren't as lucky) see the items out there and it motivates them to continue to play. People believe other people and they go buy the game for themselves to have "fun."įor games that have an economy (like D3V did) this lets players immediately begin to find quality items (that have been designed on purpose to be of quality) quickly and begin to populate the trading system. This equates to something they call "fun." When people have "fun" they tell their friends about it, they go online and rave about it. Get your character to the furthest end point of the content because you are lucky - then make a new class of character and start all over again. Find the right weapon at the right time, go into the next area of content right away. Its there so that when a game is launched there are players that immediately begin to gain access to the content available. I know (very personally) a couple of lead game designers who educated me years ago on this mechanic. Seeding a luck rating is actually a part of a lot of games. Let me answer your question - in a general sense and then you can tear apart my feelings as to how this general sense applies to the Diablo 3 system. May I ask you the same question you asked me why would a developer put a seed/luck rating mechanic into a game? I don't think you considered that for yourself before you responded to my statement. Try looking a bit more at the actual good drops and focus less on the times you had bad luck. There's also the day where I found 3 amazing upgrades that I still use as of today. But if I only single out this event than ofcourse I might seem unlucky, but just singling out one event means nothing. Yes, I gambled 14.000 blood shards to try get a witching hour, no I didn't get it. Most likely just ineficient farming or being very selective on what being lucky actually means. Notice how very often people who claim they always have bad luck often claim it's across multiple games. When you start making theories like characters/accounts with a luck rating, think to yourself : why the hell would the game developer do this ever. Oh I did get a Blackthorne that had really, really, really bad affix rolls. I have two set pieces because the other few I have encountered weren't even for my class. I don't get amazing drops all the time or very frequently at all. Other folks have gambled 100 shards in front of me and walked away with 3 legos that were decent. It just means that you get a lego every two hour or so.įor instance - I have given Kadala thousands of shards and in return I have gotten one legendary item that soon transformed itself into a Forgotten Soul of Shame. The timer is there to prevent one from going on too long, but it doesn't mean that after a bad streak you will have a good streak. However there are just bad streaks of luck. This lets the RNG system be a little more kind to some "lucky" folks and not so frequently kind to some "unlucky" folks. I am of the strong opinion (I can't prove it with direct Blue statements, so therefore I won't say it is a fact) that your characters/accounts are seeded with a luck rating upon creation. You'll instead constantly see the zero drops for X amount of time, and then the lucky drops for Y amount of time. You'll never see the 1 drop every hour average, or whatever it is. The next day I proceeded to go on a seven drop streak, within 45 minutes. Just the other day, I solo'd almost 5x T3 rifts and didn't get a single drop, and that includes gambling. Remember, because it's random, that means more likely than not you and everyone else is either on the lucky, or the unlucky side of it, thus resulting in an 'average'. The thing people seem to not understand about randomness, is that chances are you WON'T experience the average most of the time. Was that 3 rifts? or 15? And absolutely we do NOT need a 'middle ground', which I assume by that you mean a system that will just give everyone legendaries on a set timer. Just an eye opener for everyone blinded by "RNG is RNG / I'm geared and find loot so everyone else must too" logic.ģ hours means nothing. Just another reality check enlightening us that a "Middle Ground" is needed in obtaining loot in this flawed system. Just another reality check of the blatant cruel RNG that some accounts suffer. Just another reality check for a lot of us players out there battling the RNG in this "social experiment of a game" called D3 ROS.
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