randomness

Latest

  • The Nexus Telegraph: Addictions that WildStar must kick

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.11.2014

    Matt Daniel is a friend of mine. (Yes, despite my claims at the end of some poorly considered features we did together.) He's also a spectacularly bright guy with a clear picture of what games do well and what they do poorly. So when he and I wind up chatting about WildStar and noting the exact same problems, I take this stuff to heart. And there are a couple of underlying issues that the game would do well to address sooner rather than later. I've talked about issues that the game has before, but a lot of those issues are really symptoms, not the core issues. I enjoy the game a lot, and I think it has a lot to recommend it, but there are some nagging fundamental issues, just certain ways of viewing the game and the community. As we approach the all-important three-month mark, it's time to start thinking about those issues, about what they represent, and perhaps most importantly about how those issues can be addressed.

  • Random raid factors and the high cost of failure

    by 
    Allison Robert
    Allison Robert
    01.30.2012

    Klepsakovic over at Troll Racials are Overpowered has a thought-provoking post asking how Blizzard's advancing raid model is affecting players and how they relate to each other. In particular, he zeroes in on a point that I think a lot of players sense but never really articulate: Not every player in a raid is going to be equally stressed by a fight, and when the stressed party or parties is randomly determined, things get ugly fast. Compare this to encounters where the primary difficulty is role-specific or even player-specific. Good DPSers pushed their output to the limit on Patchwerk, healers learned to anticipate damage during Malygos' Vortex while one or two people got good at yanking sparks into the raid, and tanks grew experienced with fast pick-ups on Kael'thas. But the average raid group, even when experienced, probably tripped over and over again on encounters like Teron Gorefiend or Anub'arak. When you can't control who gets targeted by Shadow of Death or Anub'arak's spikes and when the randomness limits the experience that any one player can get ... Well, it's easy to see how certain fights acquire the nightmare moniker.

  • The Daily Grind: What do you think of random loot?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.10.2010

    Random loot has existed in games pretty much since the first game that featured some sort of loot, and for good reason. It's not exactly a conceptual leap to assume that Ingvar the Plunderer from World of Warcraft might have a powerful axe, seeing as he swings an axe around to great effect while you fight him. And of course, when you get a random drop, you feel a rush of reward. That's discounting, of course, the many times that you don't win the roll for the drop, or the drop simply doesn't happen to be among the loot dropped for that particular run. Anyone who has done the same content time and again in hopes of a drop that hasn't come will no doubt gladly relay horror stories. At the best of times, random rewards make you feel like you managed to break the system and get an advantage. At the worst of times, random rewards make you feel like they've robbed you of something for no good reason. It's a topic that gets brought up every so often, and it merits another go: How do you feel about random loot? Do you think it's a good system? A bad system that's a necessary evil? Or do you prefer a system akin to Guild Wars', in which most rewards are purchased or crafted rather than dropped? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Hallow's End was exactly random enough

    by 
    Mike Schramm
    Mike Schramm
    11.03.2009

    Now that Hallow's End is over for another year, it's time to settle up. We already asked whether you got what you wanted, but according to the informal polls (and the feedback I've been hearing), quite a few people didn't actually get everything they were trying for. As we mentioned on the podcast the other week, many people who said they did everything they could probably didn't (did you really go trick-or-treating every hour of every day during the holiday?), but it's not too far a stretch to suggest that maybe the drop rates for some of the hardest items to get (the Horseman's helm and the Sinister Squashling pet seem to be the toughest, though I heard a lot of stories about hard-to-find toothpicks, too) are a little bit lower than they should be for fairness. Not so, says Bornakk -- he said while the holiday was ongoing that the drop rates were fine, and now that it's over, he says they're still fine. That doesn't mean Blizzard won't change it for next year, but it does mean that they don't have any current plans to change the holiday at all. "The randomness," as he says, "can win sometimes." Our condolences if you were trying for an item and didn't get it -- even on a 50/50 coin flip, there's still a chance to see one side 1000 times in a row. We sincerely mean this one: better luck next year.

  • Crushing blows (mostly) removed in Wrath as raiding changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.31.2008

    We've known for a while that the developers have wanted to remove crushing blows, but now it looks like they're starting the process for good: Ghostcrawler has confirmed that crushing blows will now occur only when a mob is 4 levels above you, rather than 3. Since "Boss" mobs are automatically 3 levels above the max level, that means that if you're running level appropriate content, you should no longer have to worry about crushing blows at all. As Ghostcrawler explains it, crushing blows were originally meant to discourage you from attacking high level mobs and to make bosses more challenging. Now, they serve only the former purpose, and Blizzard is working on other ways to make bosses challenging without making them so random.