Sep 3, 2018 · 1 min read
It really feels like lazy design as well, creating the compulsion to play more to chances to get an item, when it’s entirely possible to create a method where if you want to purely reward your players, you can create a maximum amount of items that can be pulled (such as saying there’s only two red swords to get so you wouldn’t get a third until all other items had been pulled and the table reset), or create a revolving loot table, so you can know on your third try you’re guaranteed to get the shiny nipple of Elocution rather than having to grind randomly.
If it’s not a design where you want people to put more money into your game, then it feels like punishing people for playing.