wargrimnir wrote:There are other sets like this, and they are more obtainable, no? I would think this method adds the most difficulty to obtaining the set. As intended.th3gatekeeper wrote:Is RNG the best way to make something difficult? My experience in gaming is that the answer is no. IMO having both RNG and slow progression are better.wargrimnir wrote:The Genesis set is intentionally difficult to obtain. This was fully intended and designed as such. Purple bags drop the least, and the chance of getting repeat items as you close in on the full set bonus are the entire point.
Why? To give you something to look forward to in RvR. This is the most difficult set to obtain, enjoy the moment you finish the 5th piece, for it will be well earned, and bittersweet.
Even if you created a currency and made it cost 100 keep take worth of "currency" for 1 item. It would be better than RNG.
Chatting with an Ex-ROR friend last night about this, here is what he said:
Difficulty can be measured many different ways though. If Difficult means "takes the longest to get" then how do you measure this? For player A, he runs 100 keeps gets no purple bags, and yeah its VERY 'difficult', player B on the other hand runs 1 keep, gets purple bag and his piece, that wasnt difficult.Freshour wrote:I would play WAR in literally a heartbeat if they just made it worth it.
Like that jewelry set (Genesis) was just out of reach nearly entirely.
On "average" sure it was difficult, but each player had totally different experiences.
I think you can very easily make something difficult to get without making it pure RNG. Again, my experience gaming, anytime something is pure RNG, its almost always hated by the player base who feels its un-obtainable.
As mentioned the best methods I have seen approach this with BOTH an RNG factor as well as a TIME factor as well as a "skill" factor.
So in a Keep take, it takes "skill" to capture, so we have that. We DONT have much time factor here, as all of that falls on RNG... In theory someone could do 4 keep takes, get 4 pieces and be done.
In theory someone could also do 1000 keep takes and never get 1 purple, OR get 10 purple bags all containing the same piece.
ALl of that doesnt sound ideal IMO... I just sounds frustrating.