Since the game is all about RNG, it would be odd to demand that it be purely based on time played. However, there are some users who just can’t seem to get any godly untradeables despite running numerous times. While I do agree this should be RNG-based—no doubt about it—I think there should be some support for users who fall into the “shithole luck” category. I propose an untradeables merchant, where if you turn in X number of untradeables, you get a chance at a random stat godly item. I’m aware the drop rate sits around 5%, so after about 20 untradeables, you’d have a shot at that godly item people smega “first run ggez,” and it would help those who’ve been running for years and are still stuck with trash untradeables. Yes, I won’t deny that this benefits me and that I’m writing this after a hiatus—but I genuinely hope fewer people end up like me, stuck doing the same content over and over with no rewards, until they eventually burn out and lose all passion for the game.
I don't know if we would need a pity system, but it would be nice to have something to avoid situations like... Use four 30%s on a nisrock, all of them land, then only one out of 31 10%s work (so far). Watch it take 40 more scrolls to finish the last two slots, negating the meso savings entirely.
800+ or something RG across 5 characters (probably underestimation) No relevant 7 stat ring 2 characters have never even seen a godly ring for the relevant stat supported
It took twenty months of running Auf before a clean hat with the stats I was looking for dropped. It is what it is. C'est la vie.
I’m pretty sure that as “shithole luck” players we are holding content alive which would otherwise die. If it’s Krex for the ring, cwkpq for mon or my hundreds of epq runs in pursuit of good earrings. I’ll take the unpopular opinion of preferring to keep getting smacked down by rng along with the rest of the server instead of having people hitting legendary untradeables fast and struggling to do any content in the game.
Well… I don’t really know how me going solo krex daily is “keeping the game alive” since my characters don’t leave ruins of krexel, but okay…
Wasn't going to comment because I think this is a massive cope, but since I got tagged, here's my thoughts: I consider myself one of the unlucky people when it comes to untradeables, especially rings. I self-leeched my shad in krex from 70~170 and looted all the rings on my main to get only 1 godly dex ring. It wasn't even perfect, so I had to CS it to make up the missing stat. Also been doing daily rg since release, looting vl card whenever I can to boost the drop rate, and even started to open ring boxes to not get a single ring that's above 2 dex. I rant, I complain, but I also accept the fact that it is just part of the game. Whenever there's rng, people are bound to be lucky/unlucky, but most will hit around the expected value. At the end of the day, the trade-in mechanism is still rng-based. Some are gonna keep getting godly but grey trade-ins, and some are gonna get the yellow-tagged item in one try. If any item turns out to be more difficult to obtain/finish than it was designed to be, then adjust the drop rate/drop quantity to make the expected value more reasonable. Otherwise, let it stay as it should be. Also btw, the vote options are very biased since it's assuming anyone who disagrees with the idea is a lucky ass dog that enjoys to see other suffer
I mean sure, but that logic can be applied anywhere; you can make anything like “it’s part of the game” why change anything? Why do any balance patches or do anything new with the game? I’m just trying to share my experience as a user of the game, and it’s a shit part of the game which we can make better. You say this solution is still rng, but it will lessen people who are in that shit luck spectrum.
Please don't take a small fraction of what I said out of context and apply it to another irrelevant topic. The logic and meaning are very different in different contexts. For the record, I am not against changes; in fact, I did emphasize they should address the issue if the current rates did not meet the intended design. I said "it" is part of "the game", as "being lucky and unlucky" is part of "the rng game system." Helping only the unlucky side kill the whole point of having "rng" In addition, one can be unlucky at untradables but lucky elsewhere. For example, Gach, Scrolling, Skill books, Fragment farming, etc, which are all rng-based. If we are committing to the path of helping unlucky rng users, are we going to let players trade-in x number Kadomatsu for a CS? or are we going to let players get a free +1 on an item when they failed x number of WS? or are we going to let players get a 100% sb when they failed it x number of times? or x number of dry V2 for a free frag? There are alternative ways to get perfect/near-perfect untradables for very desperate users, as long as they are willing to change their playstyle. For example, try hit big with cs on a non-godly item to turn it potentially perf; Gach more often at showa/sleepy for leaf rather than relying on anniversary tree pq. It's a bit less cost-efficient, but alternatives do exist for everyone to explore. People just need to take the risk if they hate the grind, or bear with the grind if they seek to pursue perfection in a budget route.
Here I am since 2019, still running Krex for the dream ring. This man speaks the truth, the whole truth and nothing but the truth.
Okay, I was under the impression that you didn't want any changes as "its part of the game", I must have understood differently. I'm glad we're on the same page that we should be able to change the game to make it better. I mean who decides what is "intended design"? The original Wizet game devs? or Nexon who bought them out and serviced it to the rest of the world? Maybe Matt + Tim? Or even god? Since RNG is something in nature itself? Intended or not, I think if we see a problem, I'm sure we can come to agree that it should be changed. With your arguement for RNG is that should it be applied everywhere is just reductio ad absurdum. As you just said, don't apply my logic to anywhere to make it sound weird. RNG ceiling is a very common practice in gaming now; which I'm not even asking for a ceiling, just reducing the unlucky side of the "luck bell curve". With regard to playstyle changes, why tho? Using your words, "intented design" is that you run a buch of krex, should land you a decent ring. But just because the % of that is quite low, there are some people who can never get them. Sure running more will ultimately help them. Again, I am not asking for a final item just after x runs, just a chance at a godly which will help users who run 200/300+ runs to make their goal. ps. I hope I don't offend you in anyway; you are not offending me. Just having a fun debate :3.
I don't think everyone is suppose to be getting perfect untradeables. The game is completely playable even if you have a mediocre ring. Increasing the odds for legendary equip will cause a power creep in the game which in my opinion would be unhealthy to the server. The game is already becoming more and more single player centric the stronger people get. Your suggestion will only make it worse.
Again this is just to alleviate players that are just super unlucky. I doubt that giving an extra chance will inflate the power curve that much. Plus I never mentioned perfect.