28-01-2025, 03:57 PM
(28-01-2025, 03:35 PM)Julianature Wrote:(28-01-2025, 03:14 PM)Hamsterino Wrote:(28-01-2025, 03:02 PM)Julianature Wrote:(27-01-2025, 08:15 PM)Venom Wrote: I would like to suggest a change to the current wave boss spawn mechanics. Currently, a boss is guaranteed to spawn every 3 waves, which can make the system feel predictable. To make it more dynamic and engaging, I propose switching this mechanic to a percentage-based chance for the boss to spawn instead of being guaranteed.
For example:This change would add an element of surprise and unpredictability, making the gameplay more exciting and less repetitive.
- Instead of a boss appearing every 3 waves, there could be a 50% chance for a boss to spawn on those waves.
- If a boss doesn’t spawn, the wave could include an extra 10 normal enemies to maintain challenge and balance.
What do you think? I believe this adjustment could improve the overall experience of wave progression.
I'm always up for decreasing the loot chances to slower the progress.
By implementing this feature it will most likely feel somehow special again when you get a boss.
More special moments = More fun.
Applying that same logic and assuming that looting is a special moment for most people (which PCK and I just figured out), less bosses means less loots, less loots means less special moments and therefore less fun.
The better question to ask might be: Is looting really a special moment anymore?
Looting undeniably triggers a dopamine rush and creates a sense of excitement, but when you have too much loot you diminish its impact over time. In medicial psychology we call this "habituation", that means repeated exposure to the same stimulus (here we are talking about frequent loot drops) reduces the emotional response. Essentially, the second and third loot within a short time simply don’t hit the same way as the first. Or do you see that different?
By making loot rarer, the value of each loot drop would increase significantly, keeping the excitement fresh and special. This way we could heighten the thrill and making loot even more special.
If we compare this to NI --> a frequent but more meaningful loot system will leave players more satisfied, as they avoid the “burnout” (medical meaning) of constant rewards that lose their luster. So, instead of focusing on the quantity of loot, it might be better to think about how the quality and timing of loot can create more enjoyable experiences. If we come back to your argument, less loot doesn’t necessarily mean less fun, in case of psychology it might actually mean more!
Good point, but with the loot system being as weird and unfair as it is and me not having looted in almost a year, I don't like the idea of reducing the loot chance at all. Now, if there was a rework to the loot system that made it fair for everyone (longer playtime = more loot, roughly), I'm 100% for reducing the amount of loots/the loot chance.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)
Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them