What RNG loot hunt when the loot doesn’t drop?
As Heavy pointed out, I have had awful luck compared to him. Since my RNG has been awful, how do I speaking glowing of a loot hunt game where loot doesn’t drop for me?
What RNG loot hunt when the loot doesn’t drop?
As Heavy pointed out, I have had awful luck compared to him. Since my RNG has been awful, how do I speaking glowing of a loot hunt game where loot doesn’t drop for me?
A specific item or two hasn’t dropped yet, for you. What about the other loot?
What about it?
Ya’ll need to understand that most of us have differing opinions and EHG will never make all of us happy. Even on both sides of the trade debate, there are various opinions of how it should or should not be. And those opinions on one side don’t necessarily agree with each other.
What do you want me to tell?
That a Community-made site does not tell you the most efficient strategy how to get your desired items?
Unbeliveable, that the devs expect their players to think about their approach of item acquisition and not tell you everything in advanced!
EDIT: You still have not answered my questions, yet you asked a second time to name some of the ways that are already in the game, to manipulate the chances of getting specific items.
(I think if you would actually engage in that part of the discussion, we could really improve the game together by giving our feedback about it, but you seem to simply ignore it)
If any item in the game has a drop rate too low, then the answer is to ask the Devs to increase the Drop Rate.
Implementing Trade makes no sense.
Pfffft, real gamers know that the only way to play is playing the market!
That is one way of looking at it, yes.
I wouldn’t know what to do (& kids are expensive) but at least we’ll be mortgage free (assuming my current new job goes ok) when it comes out of the current fixed rate term.
As a final caveat, we are still in Pre-Alpha and as part of that, plans like these could very possibly change if we discover dire flaws or other issues with the system
Shhhhh, that’s totally not allowed to happen.
How many have even read the overview of what was planned during the kickstarter?
Bidding on items. unable to cancel listings. Listing no more 5 items for sale at once.
In a way that doesn’t overshadow drops.
Physically being in the bazaar as a trade NPC selling your items
Double shush, you! Don’t make me tell your mother!
I’m really trying to understand and summarize sentiments around trading from various points of view with more specific and accurate wording.
I’m wondering how this sounds to people that are generally wanting to have trade.
Major problems with not having trade:
No finite progression track that you can slowly but surely work towards completing to receive a specific item.
Finding a rare but not useful to you item feels bad because you can’t do anything with it.
If I read this, I could totally think of a salvaging them, that give you currency/shards when you salvage items and then there would be another new mechanic, where you could deterministically get new items.
With such a system you would get value out of unwanted items
And turn them into new items that you want.
Not what I was going for but yea that hits a lot of those notes.
The inability to share items between friends and the lack of a way of targeted farming. As much as people trying to gaslight me, there is no way to target farm gear, outside boss uniques. Exalted items are completely random and the rare uniques have abysmal drop rate.
However, I want to emphasize that I don’t care about the Legendary items being tradable or not. To me Legendary items have no unique stats, that are absolutely required for a build to function. They are just a bonus to an already existing item.
Yes I know, I just wanted to demonstrate, that they are several ways/systems to achieve the same/simialr goals.
That is always why I am asking question to people to find out, what exactly they want and what they want to avoid
That is why I also think the survey does a great job in finding that out for EHG.
I would still prefer a non-trading solution approach to all these issues.
But lets see where this goes.
This was an attempt to articulate
a little differently that might help understand it a bit better.
I think this isn’t mathematically accurate. To say that RNG has the chance to be “infinite” (i.e., you never get said item) isn’t really born out in the math. That said, having any sort of “determinism” towards getting a specific item means that, in the end, item acquisition isn’t really random.
You can argue that someone has to “suffer” the RNG of that super rare item, only to then decide they don’t want it (!!!) and offer it for trade for some form of currency which was deterministically gathered. And therefore, RNG was satisfied. But again, to be clear, if that results in said rare item being more common amongst the player-base, then the Dev’s intention of having the item be rare has been circumvented, and the Devs have to reduce the Drop Rate.
Trading is self-defeating. It always has been.