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1 year ago

yeah, seems kinda like a a bit of a flaw imo. i wouldn't want a reason for new players to want to leave this early into playing the game. i get it getting harder as it goes for rarer babes, but why am i getting so many canines being mean to me as a baby player? pls

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1 year ago
Gaia
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To be honest, with the perfect solution already figured out, I'd much rather they just make implementing the pity token a huge priority then changing how the system works entirely. Especially since, with these changes the pity token isn't quite as useful

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1 year ago

if it was less pity tokens i wouldn't mind it as much, i think, too. @ token system. its 10, right? kinda steep + getting rejected 10 times is harsh.

unless i am wrong, i don't believe i don't like the system very much at all, dk why it couldn't be altered to be less punishing at the very least to new players for the future.

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1 year ago
Reave
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@Gaia

I would like to pick your brain for a moment; why would you describe the current plan of token implementation a “perfect solution” compared to eliminating the problem of totally removing the cause of player frustration to begin with? Is it just fear that it will take longer to implement or is there something about layered rng that appeals to you specifically that you'd care to share?

I posit that it's a band-aid addressing a self-made symptom for a problem that doesn't need to exist in the first place, and that doesn't adequately address the problem that it's purporting to fix. The problem is that 2 layers of rng (one layer: getting a rare encounter, the second layer: obtaining the “prize”) is clearly not fun for a lot of players, and has a historical basis for being an archaic mechanic that has been heavily critiqued on many pet sites that used to implement it. Instead of “It will still be needlessly punishing, but every X time you encounter it, you can get a freebie” we could simply have it… never be frustrating, at the cost of seeing it less often! The math can still be the same, there wouldn't need to be-- and shouldn't be an extra influx of dogs.

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1 year ago

I have to agree that the current system is very much not ideal – I've had two encounters and neither wanted to come home, so it's more frustrating and makes me want to put off the actual campaign. To hear that this has been an issue since beta is extremely disheartening.

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1 year ago

I agree, going from something like (spitting numbers ‘cause I don’t know the actual odds, bare with me) “1-in-20 wild wolf events wind up with the wolf joining you” to something more along the lines of “we lowered the chance of running into the wild wolf event to 1-in-20 of its previous odds but now its guaranteed” would relieve a lot of annoyance. Running into the event is already RNG, just use that RNG to decide if I get a wild pup from the start..?

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1 year ago

may I ask what the pity token/layered RNG systems you're all talking about are? it seems to be well-known among older players but as a new player it's not something I'm aware of ^^;

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fable | 27 | she/they

1 year ago

@SunlitFable its not implemented, but from what i gathered, you can get new wolves in the explore – and when you fail, it'll give you a pity token SHARD. then, if you get 10 shards from 10 failures, you will get an auto-succeed - the pity token.

all of this seems kinda arbitrary and punishing to newbies, for no discernible reason?

I feel 10 is WAY too harsh, and atm without it even implemented, its kinda feels like smack to the face with such a high failure rate imo. (i am new, too! welcome friend!)

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1 year ago

@SunlitFable Oh, sorry! Rose got the gist of it - every failure to recruit a dog would either… give a shard for a pity token or have a chance at giving a shard, I don't remember, then yeah at ten shards you would have the Pity Token for a guaranteed wild wolf.

To answer your other question, the layered RNG is what it sounds like - getting the “Find a Wild Wolf” event to even show up is RNG, since there's other things that can happen in an area like finding or fighting things. That's the first layer of RNG, then the second layer is getting the wolf, it's RNG if the wolf comes with you or not. Then if the pity token is implemented and it's only a chance of getting a shard and not 100% per failure, then that would be another layer of RNG. RNG to run into a wolf, RNG to get the wolf, and RNG to get a shard if you fail, then RNG to find the wolf again to get another shard/use the pity token.

I'm just saying if it's a 5% chance to get a wolf to join your pack, why not just have the initial “Find a Wild Wolf” event go down to that 5% and just be guaranteed when you do find it?

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1 year ago

@Rosetea @Swashfin

thank you both so much ❤️ I really appreciate it!

fully agree with your suggestion, that seems like a much fairer way to go about the event that doesn't involve disappointing players

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fable | 27 | she/they

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