Last night I ran the second part of Throne of Thunder LFR on my Hunter. I also did Galleon and Sha of Anger.
Ended up with a 496 ring and two iLevel 502 drops. No, not the bow, but really when enjoying an embarassment of riches, who cares?
Contrast that with last week, where I didn’t so much as sniff a drop. Or Cassie, who ran the first section last night, used a coin every kill, and also didn’t win new loots.
Random is random.
It’s funny, I remember one of the core tenets of video games when I was growing up in the ’80s, which was that digital logic programming couldn’t produce truly random results. At some point, there had to be a seed, and from that seed all pseudo-random gobbledygook must follow.
Duplicate the seed, and you repeat the sequence related to that seed. The secret to beating video game ‘random’ sequences was discovering that hidden, secret seed or how the system was programmed to respond to your actions.
I wonder sometimes if that is where some of our legends on influencing loot drops comes from. That old faith in an underlying structure, a belief that nothing in a video game is truly random, and that things are programmed to respond to our input, to react to our actions in some way, and if we could just nail down what the repeatable response would be, we’d know what to do to influence events to fall our way.
I sometimes wish that our wild theories on how to influence loot drops or ‘random’ events really, well, WORKED.
I loved the mystery in Vanilla WoW of wondering if we the players, by our actions, could somehow influence, say, when Onyxia would deep breath. People in raid would come up with strats for what the players had to do, and they were serious. Stand over there, DOT early, don’t DOT until 15 seconds in, all Mages stand in the center, etc. Some of it was that Onyxia wasn’t tauntable, so tanks had to be allowed to really build up threat before people started doing damage, but other things were just… attempts at seeing if player actions in weird ways would affect when Onyxia would do something.
There is a part of me that wishes there really was some chance that filling my bellybutton with blue mud, dancing naked in the rain widdershins to the wind and rubbing my tummy with one hand while patting the top of my head with the other, I could increase the chances my Gun would drop from Lei Shei by 10%.
It would give me the illusion that I could somehow influence my fate.
I’d even welcome the inevitable “blue mud is unbalanced, nerf blue mud” forum posts.
I’d like to think that there were secret, behind the scenes things that players did in their ordinary gameplay that would have unforeseen and unknowable effects later in the game, on loot or bosses, when you least expected it.
You could call it karma if you like, but I am not suggesting that there be any way to track it. It would ruin things if there was a clear link between cause and effect. Part of the fun would be in thinking you’ve discovered a secret trick that always works for you, you don’t know why nobody else has discovered it. It didn’t work for someone else? They didn’t do it right!
“Hey, I don’t know what’s wrong with your group, when me and my four Druid friends formed a raid and made a stack of Reindeer, Ashes of Alar dropped from Kael’thas right after. I’m telling you, you need to try it. Did you have five? Maybe you didn’t have enough Druids in your stack.”
It would be so much fun if there was a gentle suggestion from the devs that, should you do things of a positive or friendly nature in the game, your kindness would be returned to you in ways you could not foresee. And that it was coded right into the game to track random acts of kindness, just like tracking achievements. But without any way for the player to see what is or is not tracked, or what they have or haven’t noticed to create some ‘perfect guide’ to gaming the karma system.
I know people in the game already who enjoy taking items, wrapping them in gift paper and sending them to friends, just to cheer them up. Or who offer tips instead of criticism, support and encouragement instead of unloading with venom.
People that do the little things that go into being a positive person in public rather than a depressing pain in the ass.
Wouldn’t it be hilarious if we were told that keywords, phrases, even trends of typed chat in the game contributed to some kind of karma system?
Such a terrible dilemma. To troll people and rant in trade chat, swear and yell at noobs, post ‘anal’ links and risk reduced loot chances or increased damage done to YOU by bosses (or enemy players in PvP!) or, as the alternative, pretend to be nice to court unspecified but presumed real karma rewards, even when you’re a nasty little shit in real life.
It’s fun to contemplate. It really is.
Thinking about these things, and how it would be fun to experiment with the results in a live setting, it all just points out how glad everyone should be that I am not a game developer.
Because I’m telling you, straight up, i’d implement the system and not tell any players until the game had been out at least 6 months, and then track social behavior changes.
Lab rats or players… well, as the saying goes, eventually developers would grow a fondness for the rats.
Also, there are some things you can’t get the lab rats to do. One word? Achievements.
Better all around to just use players. :)