9 years ago
I'd like to offer a different suggestion; sort of a combination of 1, 2 and 4. If I had to summarize it, I'd list it as option:
5. Manually select faith to gamble for, using multiple units. The more of those units that share your desired faith, the higher your chance of attaining it (up to 100%).
Similar to how training works, you need to fuse enough units to equal 100%, and units contribute varying percentages based upon their rarity. With this system, let's say a player wants their Teresa (a 5 star rarity unit) to have a Athena faith. Each unit gives half as much % is required for each rarity below. So for example, you could use two 4 star units (50% each), or four 3 star units (25% each), or any combination, and continuing downward.
For our example let's say we're using two 3 star units with Athena faith, one 3 star unit with Ares faith, and one 3 star unit with Zeus faith. The player would load all 4 units up for "faith training", select Athena as the desired faith, and then see their calculated chances of what they'd get; 50% chance for Athena, 50% chance for a random, other faith.
This suggestion would accomplish a number of things. First, it would retain part of the random nature of faith spinning. Randomness, or risk, helps elevate the feeling of reward, and as such is an essential element of creating a fun experience. Second, it would allow players to mitigate that risk. RNG carries with it the dread that, no matter how many resources a player spends, there's still the chance that they wind up with nothing (As Rzak pointed out). This leaves players feeling robbed and bitter. In contrast, when you give the player the option to pick which faith they want to pursue, it empowers them. And keeping them informed of their risks allows them to take ownership of the results, instead of just blaming the system, or the developers. Third, this suggestion presents players with a meaningful decision on how to spend their resources. Do they use their spare units to train, or to spin their faith? Meaningful decisions are great because they help to personalize the player experience. Valiant Force already does this with their class system to an excellent degree (IMO). I think it's only fitting that their faith system continues in that pattern.
Thanks for reading!