zeruel1223
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Malpherian on 06/08/2012, 02:54 PM - view
That's quite the pointless distinction to make if the distinction isn't apparent to players in any way, nor is the result different than if the drop pattern was to be truly random. The drops would still be going to players in a random way, because it is chance that determines which player will be in the right place at the right time.
zeruel1223 on 06/08/2012, 02:50 PMNisu on 06/08/2012, 02:33 PMNo grind in EVE Online?:
EVE Online is a game that's often lauded by players as having eliminated the grind present in other MMOs. However, it's clear that EVE still has a large amount of repetitive gameplay that can be considered grind. While nothing is forcing you to run missions over and over again or mine for hours on end, those areas of gameplay where heavy grind exists are very heavily used. When given a universe in which they don't have to grind, why then do so many players actively seek out something repetitive to grind on?
quoted from an article by Brendan Drain
With EVE, players choosing to grind is more about finding one's niche and specializing to maximize your return while minimizing time or effort. You dont have to "grind this then grind that then grind that". It's more like "you can do any of these different things, and stop doing any of them when you feel like it, and continually receive rewards while doing them".
edit: No RNG? What are you talking about? What are officer or faction modules then?
Well I don't really count Officer spawns as RNG because they are not player depreciated or caused, and there not actually random. Theres a formula that says 1 out of "a number" which spawn WILL be an officer spawn. Which is Not RNG since it isn't actually random.
With eve its more about circumstances for something to spawn special wise ratehr then random, but it sems random to players because the devs have a program that continually cycles set peramiters, so while not random you can't make them spawn by taking certain actions in a patern. (If that makes sense).
That's quite the pointless distinction to make if the distinction isn't apparent to players in any way, nor is the result different than if the drop pattern was to be truly random. The drops would still be going to players in a random way, because it is chance that determines which player will be in the right place at the right time.