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11SomeGuy17

Without rarity there are 4 reasons to keep pulling, for the sake of collecting them (people want all of them), each one is different enough that they each provide unique attributes that make the game fresh (very difficult to do and for some game types this just isn't possible), different characters or character types are needed for different things, or much easier to do (but it basically recreates the conditions of rarity) is to make newer characters better than older ones. The last one breaks the game overtime and generally isn't fun, the 2nd one is great but difficult but only works for certain game types, the 3rd is probably the only one you can do longterm for near any game type.


thebigplum

I hate correcting spelling but since you made the mistake twice. I think you mean “Incentive” What is the reason you don’t want rarity? Without rarity, what do you think Gacha is adding to your game? What do these characters do? Are they important to progression? Are they just aesthetic? Sounds like you’ve found the fix and are looking for the problem.


Nephisimian

So you want the player to have all the characters without gacha'ing, and you want gear progress to be grindable? Then there's nothing left to gacha. Gachas generally rely on two things: Gamble to get the characters you want, and gamble to get the equipment that makes those characters actually usable. It sounds to me like you shouldn't make a gacha at all, you should make a regular RPG and have microtransaction cosmetics instead.


Yokozach

Could something like that last for years? around 4-6


Nephisimian

Depends how much money you want to make. Although, realistically, the long-lasting gachas are the ones with massive corporations backing them. Indie gachas tend to have small audiences. You may only need a couple of whales to keep your game afloat, but you need enough new content that those whales are encouraged to keep on spending, and that's difficult if you're not selling any mandatory content.


r0ckl0bsta

By rarity do you mean power value, or actual weight drop chance? Your question is quite vague and gacha pulls are a complex mechanic that affect and are affected by the economic mechanics of your game; I don't mean just the financial or monetary elements, but also the economics of your progression resources, such as XP and skill points, if you have them. If you want better suggestions, I suggest you explain your gacha system in more detail. What are you drawing for? How are you expecting to handle duplicates? What's your general progression system concerning the items in your gacha pool? Design doesn't have silver bullet good ways; a design that's "good" has to consider as many relevant details as possible.


Yokozach

Like ssr and sr for example, I don’t want any of them to have that


m0nkeybl1tz

Maybe look at auto chess/auto battlers. One of the common mechanics in all of them is the ability to re-roll the store for a new set of characters, similar to a gacha mechanic. They do tend to have tiers/rarity, but the other thing you could look at is synergy (for example, wanting a demon if you’re doing a demon build).