I mean variation in a subtle degree doesn't mean it will end up in RNG hell. Not my cup of tea.Īlso the point is this will make almost every drop feel unique, every weapon will handle slightly differently, instead of it being in a tier list of 5 rocket launcher, 5 laser, 5 beam cannons all have their static stats, they will always be the same, just like in Quake or in an enhanced version of quake where the minigun sometimes drop with a perk extra health drops from enemies. And if that is very hard or even nearly impossible to get (D3), then I don't ever feel satisfied with my gear. But let me end by saying that I'd be very annoyed with having an almost best in slot item. Originally posted by Tilen:I mean, I get what you're saying. Still in Diablo 2 it never happened to me, or Diablo 1, I just kept playing until there was no more to it that wanted in me. I also tend to give up if a day of grinding sucks and all the drops are bad. Then you can say "oh it super sucks super fun let's super dissolve it". If the drop rate favors the upper range of the intervals, say an interval of 10-60/s it will favor drop above 35/s so the interval becomes respectable somewhat to the player, still it is more fun if it sometimes drop a 20 because it sucks. I am not a fan of Diablo 3 loot per say or progression for that matter, still it hits a few spots right with randomization and customization. At least successful loot games, or else there might be risk alot of loot lovers saying the loot sucks. Then what replayability does a game that started focusing on loot drops offer? There will be no maths involved what so ever, it gets dull for the average player, who likes these kind of games, as the stats in Everspace 2 isn't as comprehensive as of Diablo 1,2,3 it won't lead to to that much of a grind, because if the intervals are respectable always within decent range you can always find a decent version of that item( i mean this is what I mean any item that drop has it's stats that can drop always being respectable to the player in a sense), the idea of loot games is to diversify what can drop not to make it Doom or Quake like how loot works. I think only the hardcore minmaxers tend to stick with that kind of gameplay for long. In the first example, both the actual grind and the rewards dillute the enjoyment. See, if you grind for a day and get 30 items, none of which especially good, to me is worse than grinding for a day and getting *the* great item. I find better enjoyment in linear progression of power (and item quality). I don't like that kind of gameplay, hence I oppose it. In Diablo 3, legendaries aren't a rare sight, yet finding one with good stats takes grind. Originally posted by Tilen:Drop intervals don't necessary lead to best in slot gear.
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