Brolistic
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#41
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Fatra on 05/21/2012, 01:15 AM - view
The point I was trying to make before, was that unlucky players with limited play time could go large amounts of real life time with nothing to show for it in game. The less time spent engaging in RNG based progression, the less likely you are to near the average rate of successes and failures. Casual players who attempt far fewer enchants than hardcore gamers are much more likely to hit a 100% failure rate.
Currently, the speed of gear progression is determined by RNG. I'd much rather it'd be determined by time spent, effort, and player skill.
Time to progress=/= rng progression. I would not mind something that took time or money as long as it was a sure thing. When I farm a ton and run the same 2 instances for fodder just to fail its just not fun. I've been 60 since the Friday after launch along with a year of KTera under my belt. The way this game has character progression set now is simply just not fun. When I was playing KTera I knew certain things would have to change for NA and some did-but some didn't and I believe its going to hurt the success of Tera.
The point I was trying to make before, was that unlucky players with limited play time could go large amounts of real life time with nothing to show for it in game. The less time spent engaging in RNG based progression, the less likely you are to near the average rate of successes and failures. Casual players who attempt far fewer enchants than hardcore gamers are much more likely to hit a 100% failure rate.
Currently, the speed of gear progression is determined by RNG. I'd much rather it'd be determined by time spent, effort, and player skill.