this post was submitted on 21 Jul 2023
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Gaming
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This is how gaming dies. Easy mode should be forbitten as default and game should be always at hardest diffuculty and focus on challenging content and not grind. Hard challenges keep everyone busy, dosnt matter if you have infinite free time if you suck gaming. That should be the direction of a real game and not this no sense cringe "don't have time to farm, here pay 80$ for your season-extraExp-bigEzRewards". Fucking ridicoulus. Fucking Devs should actually rewarding the player who spend little time that the fucking no life grinder. Damn make % base drop chance -10% chance of legendary loot for each hour of the day log inside the game and gg.
Man, for someone who wants things to be "hard", you really want to be rewarded for time spent, as opposed to skill. Hilariously, you're the target audience for those $80 content skips: people who want to feel like they're good, whether or not they're actually good.
You're out here talking about "no sense cringe" while posting nearly illegible drivel about how you feel entitled to success because you have more hours to kill. Step back, get some perspective. Most people have made their time valuable. It's not on them if you've failed to do the same.
I think you missed the minus sign there and misread this, I will translate it: "The chance for rare loot to drop should be continuously reduced by 10% for every hour you log inside the game. I.e., you should receive rewards for completing difficult challenges rapidly, that is, skillfully." The implication seems to be that if the challenge is hard and you are not good at it, and are just throwing yourself at a wall repeatedly, or the challenge is non-existent/mindless (chore simulator), if you are repetitively doing either and grinding hours away, they are one and the same, and neither is a meritorious achievement. I think this is an interesting angle, as very few games reward skill expression or eureka moments as a momentous achievement. The vast majority, genre and budget irrespective, rely on the (easier to implement) crutch of locking progression behind pointless tedium, so given enough hours sunk in, everyone can win. It is interesting to think about how, whether, and under what conditions games could reward the above.