Im advocating for a back luck protection and more deterministic loot. In my opinion (and I accept I might be wrong), a lot of the player base have quit on WoW because of the RNG aspect of the game which influences a lot of the player experience.
RNG is one of the top (if not THE top) cause of player frustration. From that last gear piece that never drops to the 0.0x chance mount/pet/toy drop to the Emerald Nightmare shoulders that Ive been farming since I forgot when.
In 2023 , people are not like in 2006. The world have changed, people have changed, the needs have changed. People want more, in every aspect of life.
The “rush” rng used to give, its not there anymore since burned out Johnny, will only feel a relief when Invincible drops after its 900 attempt, and not joy. Will curse that place and swear to never return again (as I did), and almost never use that mount.
If RNG is here to stay, adjust it to the sign of the times, add a bad luck protection and a more deterministic loot system.
No, I don’t think thee are many quitting over RNG. While RNG can be frustrating it is a staple within the genre and this game in particular and it always has been. Games full of randomness have had a surge in recent years, including board games, card games, pen-and-paper RPG’s, and a whole slew of video games based on them.
<Current year> is simply not an argument. Either it’s fun or it’s not, and whether it’s fun or not depends on human nature and intuition, which of course differs slightly between us all but does not generally evolve much over time.
The reason for the quitting I think has been made abundantly clear: Overcomplicated gameplay, really bad casual experience with levelling standing out as particularly bad, and a world and lore that’s just not that exciting recently.
And you know why? Because they renamed random intermittent rewarding system the Casinos (for example) are using, to keep the players hooked, to RNG. Is the most addictive system for our brains, when you dont know when the next reward is coming, you keep on playing. It reinforces strong addiction and is very hard to break off from it. Some might call it, indirect abuse.
Blackjack, Poker, Slot machines etc, all using the same system to keep the players playing until they have no more.
There is no doubt some don’t have self control enough to slow down and stop, but I do think most players actually have that self control. It’s a shame if a few is going to ruin it for all.
(You didn’t HAVE TO go for Invincible 900 times…)
I go into ICC once in a while if I feel lije it. Maybe I’ll loot it one day, or maybe I won’t.
lol no. it stands for “random number generator”. it’s pretty much dice rolls. stop abusing the term. the game uses it for everything, if you’d take it out all enemies would spawn at the exact same location at exact intervals, all damage would be the same with every attack or ability use, all loot drops would be completely predetermined. what you’re against is called “very bad drop rates”.
Well, I’m not playing for any of those reasons to be perfectly honest. I didn’t get my BiS trinket this season and while many would probably spam that dungeon 6 billion trillion times I just… didn’t. I don’t care.
RNG just isn’t making me quit, either. I don’t look at that non-BiS situation just mentioned and absolutely lose it.
I don’t play Blackjack, Poker, Slot Machines, or any of that, either. I play video games for atmosphere and companionship. If for whatever reason the game can’t deliver at least one of those I quit.
rng doesn’t make you quit the game overnight it tires you up to a point that you realise you don’t get any valuable loot in a while & just wasted a lot of time o you stop playing.
Tbh due to the crafting system, weekly chest and mythic plus ilvl, it is better than ever. Back in Legion or BFA, even early SL you were totally dependent on RNG, now you can get top gear for gold and many upgrades from playing the dungeons.
I’ve never taken a break because of this. I’ve not often heard of it either, and the rare cases I have seen were people temporarily very fed up and angry, and then returning later on after having cooled down.
Not saying these people don’t exist, it’s just not been on my radar, or my own experience. In my own case, I simply ask myself: can I be bothered? And if I can, it usually means doing something once in a while when I think of it. Trying to get a mount with 12 alts every week over the span of years is something I definitely cannot be bothered with, it’d make me hate the game with my not so great luck so I don’t do it.
I agree with you that a better bad luck protection might be good tho, I feel for anyone who has been butting their head into a wall for years now with certain items, or with things like the evoker legendary this past season. I don’t mind a bit of rng, but at some point it does seem to get quite cruel.
I know what RNG stands for. They simply took a system from psychology thats being associated with the strongest form of addiction, which is the “random intermittent reward” system, and sugar coated it into RNG.
Thats what Im talking about. RNG is creating apathy. There is nothing worse for a games health, than apathy from its players. Once the apathy line has been crossed, its the way of no return.
If a player, has had enough RNG backluck, it will create apathy towards the game. They simply start to not care. Not caring is the first step towards actually quitting the game. If we start to not care, our commitment is lower, and everything goes downhill from there.
A lot like an abusive relationship where the wife has had enough but keeps forgiving him because of the kids ( kids in wow = emotional investment and attachment over the years )
I think it’s more complex than that. Some people are immune to gambling, I’m one of them. When it comes to luck, I’m only willing to invest this or that much energy and time in it if I am willing in the first place, and then I’m done regardless of the result. I think Ishayo meant it along those lines.
It’s not necessarily apathy, it’s just not going down that rabbit hole too much, or at all. I think it’s quite healthy. And a different discussion than whether/when rng is a good or bad thing in games in essence.
You have no idea how much i agree on. This gamblers mind set that Blizz devs have is nearly unbearable. Gearing up is way more fun in FF cause i can work for my gear with currency and be rewarded for it. The random loot is complimentary and you can aim for the piece you want (even though you can only get one token per raid boss per week). It is way more fun and rewarding.
Gearing in WoW is a lot of pain and time wasting and you might not even get the loot you want at all the whole season.
It’s pain and sometimes relief when you get the item cause that specific pain is over for now.
I really loved it when they introduced Dinars. It was the most fun i had in WoW in years. But, ofc they didn’t bring them back cause they want us to suffer on their slot machines.
Exactly. The reward system on WoW is based on easing the pain and not on the rewarding side. The so called “quality of life” updates, are actually problems they created (take bag space currencies for example) and then removing them to have people saying “THEY LISTENED”.
Create the problem = sell the solution as “we listened”.
Its clear why a lot of people have quit the game, an abusive rewarding system such as this, highly toxic and based on implementing frustration, can not last long.
Obviously, the intermittent reward system does not affect everyone equally, some might be immune to it. However, the general WoW player profile, who likes to unwind in a fantasy world where they spent years of their life, are prone to addiction in a form or another and it almost always ends up in a love/hate relationship with the game where they want to quit, but cant. And when they do, is only temporary.