

Depending on what I needed I remember using AltaVista, AskJeeves, Dogpile, and I feel like later on MetaCrawler or something like that (would search multiple search engines for you and ordered them scored based on platform and relevancy iirc?)
Depending on what I needed I remember using AltaVista, AskJeeves, Dogpile, and I feel like later on MetaCrawler or something like that (would search multiple search engines for you and ordered them scored based on platform and relevancy iirc?)
Boss had estimated 40% chance to drop an item, 60% chance to drop gold.
Super rare mount had 0.01% to 0.02% chance, estimated, to drop if you got loot. (1 in 7500 or so they think, which I think factors in the first 40% chance to drop loot). Otherwise you got a piece of armor for your class.
New class (or race?) added in most recent expansion had a broken loot table, so if the 40% loot drop chance hit, the only thing you could win was the super rare mount, making it about a 40% chance to drop.
Blizzard patches / fixes the issue within a few hours. Aka its back to 0.01%.
The next day or so Blizzard announces they’ve increased the drop chance for the super rare mount and other mounts. Players determine new drop rate is about 1%
Oh that makes sense. I also now just realized all the RoR2 maps are pre made, you just randomize the order you see them in, and the enemies that spawn there (within a fixed set)
Rogue had you start from scratch with a new character in a random map every time.
Rogue-like games initially meant you start from scratch in a new random world, but you incrementally improve your experience by small buffs you can buy, or changing your starting equipment / skills (sometimes by changing out which character you start as).
Rogue-like has slowly changed to mean “start over regularly but slowly unlock new items/buffs/equipment/characters/etc to help you further explore a world which may or may not be random”
So it applies to games like Risk of Rain (and 2), Balatro, Dead Cells, and Rogue Legacy, just to name a few examples (though 3 of those are 2d platformers with randomly generated worlds if I remember right…).
But yeah it seems to have morphed into a broadly used term for games where you get better over time through purchasing permanent buffs and whatnot (as well as natural skill), but are forced to restart any time you die.
Vampire Survivors and other similar style games have you constantly restarting when you die so I think the term fits as a partial descriptor.
Maybe we could adopt the idle/clicker game term Prestige, but that’s more of a voluntary restart when you hit a wall and can’t progress, so I don’t think it quite works.
Capcom specifically does two releases of Monster Hunter by two different studios, sort of alternating, for this reason.
MH World and Icebreak were the “fancy PC / Console games”
Then MH Rise and Sunbreak were the “mobile” releases.
Now MH Wilds is another “fancy PC / Consoles” release.
So Capcom does actually account for this.
Oh neat my Total Wine and More has this. I’ll have to get some next time I go.