Why I think RNG is not fun in realm.

Topic: rng and loot system



So was thinking about the some of the br games that do 2 weapon slots and how they handle rng vs ones that have more weapons. Most easy comparison fortnite and blackout, the addon system in blackout or other more realistic style shooter br's (ie pubg), allow the 2 weapons to be balanced to a degree and interesting for upgrading through the game and limiting some of the rng and power curve early. Fortnite uses the tier system and many weapons and multiple slots to allow rng to be limited by letting you have weapons that are not always good or bad but situational. in realm having so few weapons and 2 slots with so little loot over all makes rng much worse.

i think realms answer could lie in between these 2 worlds, go back to class system limit rng from weapons and abilities even more or even remove abilities from loot and just let you pick, and add in a verity of addons for spells and weapons as the main stay of loot from players, have forages do ability level upgrades and weapons/class weapons, and have the addons be the main stay of loot and not give shards add armor back with out passives and let runes be socket able into armor and have armor and weapons and runes being the main disenchantment sources and not drop on player kills to keep inflation of shards out something they seem to be going for.

maybe start with base weapons and upgrade/replace with forage/loot system in some combination to make rng feel better keep forage feeling good

i think more consumable options are needed too, maybe different potion sizes or grenades/situational items added as consumables, the whole loot aspect of them of very shallow and does not allow for any of the good feeling moments when you get something like a chug jug, even though its not a game breaking item it feels good especially for casual players to have a lot of small things that give them the good rng feelings erez was talking about with out making it such a huge power curve. i mean that is just a fast example of something that could be from the 2 systems i am sure better ideas could be came up with than mine. but just showing the possibility

TLDR: long story short the loot system is way too small with way too large of a power spikes for rng to feel good, needs to be much larger with much smaller power spikes if rng is meant to feel good and not punishing.



PS. One more point I would like to add that I feel makes RNG feel particularly harsh early game has to do with the landing system. While I love the superhero landing and do not necessarily wish it changed, I think it increases the impact of early RNG. The idea of loadout's to some degree would be to combat this, but the limitation it self stems from not being able to see loot on landing. Rather it be through a glider or a parachute other games make early RNG less of an impact by having visible loot on the ground that you can land for, but with landing so fast in realm that would not be possible, and its further magnified by having to open chests and hope it has something you can fight with.



The overarching theme here though is realm royale current lacks much of the depth other games in the genre have, this may be the most limited thing on player retention. There is very little to discover and learn about for new players and the current things like skills and gun mechanics are very punishing if you do not know them. The game could be great, I understand a lot of the reasons for current development but I think they are a band-aid on the larger issues creating them. That being said things like chicken nuggests are a great addition for player retention.