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Crazyfight
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Re: Faith Re-roll System - Community feedback needed

9 years ago

I would vote for such a system:

1. My hero card is a Vincent 5*.
2. To re-roll, I must get a Vincent 5* as well as sacrifice.
3. But the faith will not be RNG, it will change to the one similar to the sacrificed Vincent 5*.

To add a level of toughness, perhaps only the same job (Dragoon and Dragoon) may work.
When your healer is archbishop Teresa
And luckily you pull out a witchdoctor Luthor
 
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lunzlunz
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Re: Faith Re-roll System - Community feedback needed

9 years ago

I would vote for such a system:

1. My hero card is a Vincent 5*.
2. To re-roll, I must get a Vincent 5* as well as sacrifice.
3. But the faith will not be RNG, it will change to the one similar to the sacrificed Vincent 5*.

To add a level of toughness, perhaps only the same job (Dragoon and Dragoon) may work.
I'd disagree with this, this'll mean you need a valiant to reroll another valiant, and you'll need to roll a perfect faith valiant to begin with. Might as well hold onto the valiants and not train them until u get one with the right faith. This removes the rng factor but adds in another couple of months PER reroll for a non valiant, for a valiant might as well remove the option lol.
 
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HungryPanda
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Re: Faith Re-roll System - Community feedback needed

9 years ago

I would vote for such a system:

1. My hero card is a Vincent 5*.
2. To re-roll, I must get a Vincent 5* as well as sacrifice.
3. But the faith will not be RNG, it will change to the one similar to the sacrificed Vincent 5*.

To add a level of toughness, perhaps only the same job (Dragoon and Dragoon) may work.
I'd disagree with this, this'll mean you need a valiant to reroll another valiant, and you'll need to roll a perfect faith valiant to begin with. Might as well hold onto the valiants and not train them until u get one with the right faith. This removes the rng factor but adds in another couple of months PER reroll for a non valiant, for a valiant might as well remove the option lol.
Hmn true also. I wasn't thinking!  :oops:
 
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lord284
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Re: Faith Re-roll System - Community feedback needed

9 years ago

Definitely option 1 or 4. The main issue with the game now is that there are too many RNG factors involved and this can be a major frustration and put off to players both f2p and p2p. Like what others said, its a "give and take" kind of thing. 
 
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ipoppo
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Re: Faith Re-roll System - Community feedback needed

9 years ago

Faith system has a fix set of how stat will growth which i think is not a good choice. I might want a MAG and DEF mage which is not possible through set of provided faith. 

I would rather have regular RPG stat distribution where player gradually work toward their desire stat and also flexible when it comes to customization through it could be design in different approach. Instead of gaining point into allocatable point which player could add into point distribution as done in many RPG, game design could grants free random stat point to one of hero stat. But also allow player to "reroll" that distribution later by sacrifice random stat point in order to gain desire stat point and a reroll fee was collected in process. So if a mage is initially rolled as DEF can slowly move into MAG and stop in the middle where CRIT mage has to work both MAG and DEF.
 
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GraySea
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Re: Faith Re-roll System - Community feedback needed

9 years ago

1 - yes
2 - maybe? 
3 - no
4 - too easy, so no.
 
oncewasblind
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Re: Faith Re-roll System - Community feedback needed

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!
 
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Crazyfight
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Re: Faith Re-roll System - Community feedback needed

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!
Image
I hate gamble
 
oncewasblind
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Re: Faith Re-roll System - Community feedback needed

9 years ago

Please read my full post. Even in that line I stated up to 100% chance.
 
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Crazyfight
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Re: Faith Re-roll System - Community feedback needed

9 years ago

As I said
We have seen this 90% failure but I know everyone have their own even more than 90
99%? The risk still there
And after that experience they will just end up finding the faith they want with 100% rate and we have option one and two, not 4
Even when they doesn't choose the 4 option just simply have a 5* cuz it too easy
They won't think about reroll with just random hero from gold 10x
yes we need another use after your squad reach full upgrade but not that kind of use