101759-solution-on-rng-problem-and-runes

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 There is a problem whether you want to admit it or not regarding the current state of the game. When one thinks MMO's should have some RNG I think damage range and random loot items dropping, but Wildstar has so much RNG is actually quite disgusting almost if not worst then Asian MMO's. I like to think of myself as an oldschool player and I actually prefer a grind (without RNG) then both which is what you get in Wildstar. Now some might say well grind isn't skill based, sure it's not but nor is RNG and at least with grind you know eventually you will get what you want, while in a heavy RNG system it's always based on luck. The next problem is the Rune system so let me get down to the solutions.
 
 Gear and Loot solution for Adventures & Dungeons.
 
 -First of all I propose that we use a new money or EG point system to obtain loot you would normally get from finishing adventures or dungeons. This would require the weekly EG point system to be increased or cap taken off. This could be grinding by finishing adventures/dungeon for points which then could be spent on the NPC merchant for whichever adventure/dungeon. This can be a heavy grind system but at least people knew they would get rewarded
 
 -Medal system is not working as intended making people drop out at the first sign that the run wont be gold. The medal system should have been a point system allowing you to obtain certain amount of points to then purchase which item from a vender from that adventure/dungeon. Adding a slow increase in reward for bronze, silver, and gold would solve all these problems. Players would still finish the adventure/dungeon because the difference would be small and really wouldn't discourage people from not finishing it.
 
 Rune Solution
 
 First I will say one of the biggest problems in this game are the runes. The massive amount of RNG behind them make it so even some blue crafted gear can be superior to epic 20man gear. This is a red flag and must be addressed and of course I have the solution to this problem.
 
-Add two new item in the game which is dropped, purchased, or crafted which has the ability to change rune types. Also there should be one which can change any individual rune type and one which re-rolls them all. They can be hard to get maybe make the one which re-rolls all to be more accessible while the other a little more rare?
 
-Add a new item which adds rune slots to items, this can be dropped, purchased, or crafted. Again this can be hard to get.
 
-These items would make epic drops which would normally be junk to actually be worth something and not be salvaged because it only had 2 slots and they where both earth....
 
Gear progression
 
 -This game has by far the worst gear progression, at 50 some blues are better then epic's which really should not happen at the same level(exceptin expansions). This really comes down to one thing which is causing this and that's the rune system.
 
 -Crafted gear is actually too strong and should be reworked, currently as it stands you can hit 50 and in the same day get all crafted which is sufficient for vet dungeons and 20man raid. Gear needs to scale better, for example crafted and adventure epic's should push you through vet dungeons, while the vet dungeon gear should push you through 20man.
 
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 This game is confusing as it presents itself as a hardcore players game but allows you to get geared in 1 day after reaching 50 with crafted gear which is sufficient for any content. The RNG is just horrendous, you must pray that your item drops, the right rune slots and the right rune types. This game is worse then any other MMO I can currently think of regarding how much luck is needed when this is suppose to be a skill based game. The point grind system for loot is far better and can be setup so players don't get all the gear in a week or two. Make this game a grind with a point system and at least people will do adventures and dungeons knowing it's not RNG. Keep the standard loot system to 20man and 40man raids. Add a way to change and add rune slots this is main reason why some blues are superior to epic's.
 
 The game is fun but until these problems are addressed myself and many others will refuse to continue investing time into this game.
 
 
 
 
 
 
 
 
 	
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+1
 
I love the idea for the rune slot changes being rare drops/crafted items. It still fits with the randomness of the game in that all gear isnt exactly the same, yet at least we have a bit more control over it than we do now.	
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			I have not had any issues with dungeon dropouts since they made the medal/loot change. Before I would almost never be able to finish a run. Now I have had pretty good luck with groups sticking together even after a couple wipes because there is a guarantee of loot at the end. As far as the runes, I do think they need to be a little less RNG. Nothing more frustrating than getting a piece of gear, to only have to get it again because it is not optimal.	
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			Yes the rune system is not where it should be, currently it should be more customizable. Maybe the Devs wanted to make this so hard that people would just invest weeks and month to get one perfect item with good rune slot(if that's even possible) without people complaining and just down right quitting. They have made the game somewhat challenging to the casual player and yet now they must deal with RNG... This will be the downfall to Wildstar and I don't support casuals but unfortunately not even the hardcore players find this fun.	
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I have not had any issues with dungeon dropouts since they made the medal/loot change. Before I would almost never be able to finish a run. Now I have had pretty good luck with groups sticking together even after a couple wipes because there is a guarantee of loot at the end. As far as the runes, I do think they need to be a little less RNG. Nothing more frustrating than getting a piece of gear, to only have to get it again because it is not optimal.
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			 People still want the Gold and the recent change only made it worst for people who where constantly get gold :/	
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I have not had any issues with dungeon dropouts since they made the medal/loot change. Before I would almost never be able to finish a run. Now I have had pretty good luck with groups sticking together even after a couple wipes because there is a guarantee of loot at the end. As far as the runes, I do think they need to be a little less RNG. Nothing more frustrating than getting a piece of gear, to only have to get it again because it is not optimal.
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			Can't see what was wrong with the old system, the casuals could play the normal version until they get good enough for vet.	
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Can't see what was wrong with the old system, the casuals could play the normal version until they get good enough for vet.
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			To me it just feels like adventures and dungeons are rather useless other then to get attuned. The gear that drops is worse then crafted and when you have a shitton of it in the AH there is no point in wasting time in those RNG infected zones.	
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  Rune Solution
 
 First I will say one of the biggest problems in this game are the runes. The massive amount of RNG behind them make it so even some blue crafted gear can be superior to epic 20man gear. This is a red flag and must be addressed and of course I have the solution to this problem.
 
-Add two new item in the game which is dropped, purchased, or crafted which has the ability to change rune types. Also there should be one which can change any individual rune type and one which re-rolls them all. They can be hard to get maybe make the one which re-rolls all to be more accessible while the other a little more rare?
 
-Add a new item which adds rune slots to items, this can be dropped, purchased, or crafted. Again this can be hard to get.
 
-These items would make epic drops which would normally be junk to actually be worth something and not be salvaged because it only had 2 slots and they where both earth....
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They could also give Architects the ability to build an Enchanting FABKit for your housing plot that would let you alter your rune slots for whatever type of currency or item that is deemed worthy.
 
/fistbump for all my Architect brothers and sisters out there.
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  First I will say one of the biggest problems in this game are the runes
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			The rune system itself is good, but the way they present it just makes it frustrating. It's like if someone gives you cake and someone else throws it at you... there both giving it to you but one is favored over the other :P. Right now Wildstar is throwing us the cake.	
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Hey all, 
 
Since we have a thread going on loot and rng (complete with dev response)  - https://forums.wildstar-online.com/forums/index.php?/topic/100786-itemization-and-stats-in-wildstar-whats-being-done-about-it/page-11&do=findComment&comment=1044645
 
I'm going to lock this one up and ask that the discussion be continued there. Thanks!	
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