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As we saw on Arisia, there are some issues with the ranger pet-finding experience:
it's really grindy at low levels and even MORE grindy if you want a high level pet at high levels (because of cooldown)
what you see isn't what you get, which doesn't match most of the rest of the game.
I've been working on a patch for this--shrinking the pet list (with a random factor) so you're more likely to get a pet close to your own level and trying to icnrease visiblity.
But that does raise a few questions:
How much visibility is good? Is it ok to show the player's DIPL value without explaination? Similarly it would be nice to have some description for the rolls, but I think it's also ok to show the rolls and let players figure out what they mean (but still have the data).
It feels like it would be better to simplify the system, but maybe there's a purpose to it? Curently, if you're in range of the pet you roll, you have a 1/25 chance of having a 1/3 chance of getting a pet, 1/50 chance of failing outright (fumble), and 47/50 chance of having a 1/6 chance. How attached are we to those odds [also, was the [25,50] intened to be [25:50] Because it isn't)? It seems like it would be better overall to get rid of the 1/50 roll entirely and just have it be 1/12 fumble and 3/12 chance of success (or just 1/6 if the 25,50 "good day" was intentional), but also it might be nice to use a slightly larger range and give the player a few extra chances if their dipl value is double or quadruple the pets cha (although ironically that would make the grind for high level pets even harder without any modification. But then you want some grind at those levels).
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As we saw on Arisia, there are some issues with the ranger pet-finding experience:
I've been working on a patch for this--shrinking the pet list (with a random factor) so you're more likely to get a pet close to your own level and trying to icnrease visiblity.
But that does raise a few questions:
How much visibility is good? Is it ok to show the player's DIPL value without explaination? Similarly it would be nice to have some description for the rolls, but I think it's also ok to show the rolls and let players figure out what they mean (but still have the data).
It feels like it would be better to simplify the system, but maybe there's a purpose to it? Curently, if you're in range of the pet you roll, you have a 1/25 chance of having a 1/3 chance of getting a pet, 1/50 chance of failing outright (fumble), and 47/50 chance of having a 1/6 chance. How attached are we to those odds [also, was the [25,50] intened to be [25:50] Because it isn't)? It seems like it would be better overall to get rid of the 1/50 roll entirely and just have it be 1/12 fumble and 3/12 chance of success (or just 1/6 if the 25,50 "good day" was intentional), but also it might be nice to use a slightly larger range and give the player a few extra chances if their dipl value is double or quadruple the pets cha (although ironically that would make the grind for high level pets even harder without any modification. But then you want some grind at those levels).
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