Luck plays all sorts of roles in MMORPGs. I’m wondering how much randomnessÂ we really need, and how much of this random luck based gameplay can be replaced with the player actually engaging with and doing something in the game.
There are those moments of luck when you crit that monster right before it kills you and you survive. I think those elements of luck are less avoidable and are generally ‘okay’. They add to the spice of life and the thrill and dynamic nature of combat. Sometimes twitch based play isn’t always necessary, and even most twitch gameplay has elements of random luck.
The kind of luck I want to see changeÂ mostly has to deal with items.Â I’ve experienced a variety of item drop luck. EverQuest monsters would often have a loot table, and one particular mob might drop a pair of pants I need. I could kill that monster 100 times and it might never drops the pants, but it could drop them twice on the 101 and 102 kill. Raiding in WoW is another type of luck. When 10-40 people go into a raid the luck factor becomes much more complex: Does the item you want actually drop? If so, are you the one to win it?
That kind of randomness leads to frustration and is purely “Did it drop? yes or no?” Almost no skill or active input is required from the player other than attending and making the kill. There are slightly better ways which I admit do not remove luck entirely from the equation but use it more as one tiny cog in a much larger system.
One of these forms of item randomness I did find workable was that in SWG. For example, Krayt Dragons on Tatooine could drop an item called Krayt Tissue. Â The Krayt Tissues would have stats like “Enhances: +30 (to 300) to Max Damage, -0.3 (to -2.0) to Speed.” The +30 was common and low end, and anything around 100+ was really good but pretty rare.Â This item was used in crafting by Weaponsmiths to make Acid Launchers, DH17 Carbines, and a couple of other weapons better. They would take the tissue, use it as a component, and rely on their skill levels, modifiers, recipes, etc., to output a weapon that itself could have a range of stats.
The difference between item luck in these examples (EQ/WoW vs. SWG) is significant. One is luck or “randomness” (call it whatever makes you sleep better at night) worked into a larger system and the other is simply ‘did it drop or not’. One feels integrated with the game, and the other feels lazy to me.
I want players to have more control over this randomness. It’s not enough to simply craft 100 swords and have 30 of them crit into pristine quality. What else can the crafter do to have control over that end result? Is there a way the crafter can use the materials or a skill he can acquire? It has to be more than whack-a-mole or combine and pray. It has to be more than “did it drop for me?” These all have to be combined into something more dynamic and complex.
I still think SWG was on the right track. The raw materials had variability in their quality based on several factors: Conductivity, Decay Resistance, Flavor, Malleability, Overall Quality, Potential Energy, Unit Toughness, etc., etc. Any combination of these could have a different quality, and it was up to the crafter or a supplier to find them in the world and harvest enough to be used. Â Crafters then combined the resources, used experimentation points, and crafted an item that itself had varying degrees of stats and qualities based on the outcome of the components and experimentation. Very few items were the same, and crafters could leave their mark based on their recipes — this is what made someone the “best weaponsmith on the server.”
Integrating this all into a crafting system seems to be the easiest way to remove the dumb or lazy luck factor. While I get that some people enjoy loot pinatas, it’sÂ way too one dimensional for me and won’t ever lead to something new or better.