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I don't know about 99 times doing something. That seems ridiculous. But I definitely agree there should be alternatives. I don't face much RNG but Dark Souls as a series definitely has some stand-out examples. In Dark Souls 2, enemies eventually despawn. So if you're grinding out items, and the RNG God hates you, it's possible to despawn all the enemies of a certain type and never get what you're aiming for. I think in that situation there should be guaranteed drops on the last run before a despawn. Make each enemy guaranteed to drop a piece of armor, and another one guaranteed to drop their weapon before they despawn
Dark Souls 3 has a similar issue with covenant items. Since Dark Souls covenants are usually pretty broken, certain covenants (Blue Sentinels before some more recent patches) had to grind out rare covenant drops from enemies. And it was obviously only a small percentile chance since people would have to spend hours just collecting a few. And in most cases you'd need 30 or more to get the final reward in a covenant
Another big one that stuck out in my mind was the item collection in Xenoblade Chronicles. Every time you load a zone, all the little items strewn around were random. But some of them were ridiculously rare. So you'd get 200 of one item, and none of another that you needed to complete a page in the collectopedia. Infuriating for completionists
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