123235-the-big-bad-burnout-page-2

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This made me LOL at work. So thanks for that.
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I'm pretty sure his comment wasn't about the exponential decay of interevent intervals for events randomly distributed in time. I'm pretty sure he was commenting on the combinatorial statistics of nested RNGs. And he's entirely correct, this game and many games have tried to fool people into thinking that the rewards they want are much more common and easy to get than they really are by trying to obscure that information within probability distributions that are largely inaccessible to the game's population.


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I didn't see him limit it to GW2 and ESO. And you have no statistical backing for that which you claim.


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protogame is not trivialized by DS gear. but obviously, a LOT easier. do i run it ? bah... when there is a daily for it, like the other dungeons... i can do it for fun if i'm not doing much and somebody is looking for peeps in chat. but i honestly don't know what to grind for in term of "reward". its all in the raids for me. i am not trying to say that fun is not a reward in itself but indeed the reward structure of the game is either bland or not "in your face" enough to be interesting.


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I trust no one without evidence. But if you want to be proven wrong then sure. Your statistics as you claim are saying that the western world is moving away from linear based game play right? What's the biggest MMO to date? Yep WoW and it's still bigger then every other MMO combined. ESO and GW2 don't come close. Yet that game is linear. So basically you're wrong. There are no statistics to prove your point it is completely your opinion. I agree that it could be done 'better' and hopefully some of the up and coming games do go that route (they are supposed to be). But as of now, it is what we have and changing that changes the entire game so don't bet on it happening.


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I'm sorry to hear that you find it as boring and meaningless as I imagine it must be to run non-raid content with top raid gear. Would this be a good time to once again suggest that perhaps that raid gear should be disabled outside of raids, since raiding is the only place you need it? Problem solved, helping folks through shiphands and crimelords is once again challenging for you.

I don't think you properly appreciate how incredibly large the power differentials are for gear between the Super-Users and the rest of us, Vic. However, the part in red should be entirely possible to implement for endgame content, now that iLevels exist and are so clearly linked to the components of endgame progression that we're discussing. I like this idea very much, even better than disabling raid gear outside of raids.


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