Read moreSo what you're saying is if you supplied the actual data it would be better? No matter what happens, people will try and work out the chances, because we're playing an arpg in 2023, not 2000. So unless you're just gonna sticky your own comments to any reddit post trying to work it out saying it's wrong, without giving any indication if its too high, or too low, this is the reality of making a game with loot drops.
I get your point, but it feels like the first implementation of the covenant system in WoW. The devs had their game design ideas about why it was good, those were tied to beliefs about how people interacted with games in the past. Then what happened is it turned out people play games differently now, and by designing around something from the past, the players didn't enjoy it as much.
You can certainly make an arpg thats like it came out in the year 2000, but I think the interest in last epoch probably means that's not so sensible, people want to play...
The reason we don't want to make this information public isn't rooted in the past. The reason I'm sad about it becoming public is my nostalgia for the past. I'm sad because we won't be able to manufacture a community wide event like discovering what runewords are possible. We have attempted things like this in the past and it kinda worked. (Fractured Crown)
The reason we don't want to make the information public is the result of us sitting down at a group and debating what we think would be best for the game now. 1 example of perfect percentage chances being damaging to the player experience was what happened with our old crafting system. People saw the chances and their personal experiences did not seem to line up with displayed values (it did but confirmation bias is a brutal monster). People are generally really bad at interpreting these types of chances and are even worse at reconciling it with their personal experiences (even worse when the data is wrong).
We d...
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