I want to get other people's opinions on the new game mechanics and reward systems because honestly, this is the thing turning me off the most from IC and the corresponding update.
While it is understood that "grinds" of various kinds (exp, RNG, loot, etc) are a canonical feature of MMOs as they create value and give players things to work toward, many of the new systems in IC and the corresponding Update appear to be taking this to an extreme. So much so in fact, that it comes off as a superficial form of increasing game difficulty at best and a thinly veiled attempt to engineer inconvenience in order to encourage more players into the Crown Store at worst (not to mention the latter is something ZOS said they weren't going to do back when they announced the B2P switch).
So, I wanted to compile all the more intensive "grinds" both already in the game and that will come with IC/Update 2.1, put them all side by side to see what this means for players. What IC/2.1 brings are new layers within layers of grinds, especially in the always frustrating form of RNG. While virtually anything could be considered a "grind," for the sake of this thread lets focus on the reward systems or mechanics that variously combine significant time sinks, high repeatability of tedious tasks, and/or RNG, often without any kind of logical explanation, and which
can have matching items sold in the Crown Store that affect their value/importance/effort to achieve in-game (e.g. exp potions and motifs).
Current Grinds:
- Undaunted monster sets -- Not just getting the helm and/or shoulder piece from two different sources (chests vs bosses), but also getting the armor type and trait that works best for you.
- Nirncrux -- Admittedly will be less valuable after the update, but still needed to make 9-trait sets. Harvested from nodes in Upper Craglorn, relatively easy to farm and accessible to everyone once VR is achieved.
- Perfect Roe -- RNG to catch a fish, bigger RNG to get Perfect Roe (currently around 0.5% chance per fillet I believe)
- Champion Points
- Assault/Support Skill Lines -- Great for one character, but often tedious on another.
New Grinds:
- Tel Var Stones -- Yet another new currency to the game (if we need a tab to keep track of our currencies, that means there are too many) used to purchase all the various new V15-16 crafting mats, new gear, and other odds and ends. Drop frequently from pretty much all mobs in IC (seems about 1-4 Stones per basic mob or small group of mobs), along with higher returns from bosses, chests, etc; Stones can of course be lost and gained from player kills! At the TV vendor merchants, basic mats range in price from 80 Stones, while more specialty items and mystery boxes range from 500-800 Stones. Blue V15 armor goes for 1k Stones and purple V15 armor goes for 10k.
- Trophy Vaults -- Each vault appears to have its own "currency" required to open chests, and you need at least 60 of said "currency" to open them. 6 different vaults with 6 different "currencies" where you need 100 60 25 60 of each to open them means you will have to have collected 150 total purple-tier items by the time you can open each Vault once. The drop rate for these is much lower than TV Stones (I've only found 4 total, for 3 different vaults). Once you get in the vault, you are greeted by a RNG chest which should most often yield a piece of the new 3-piece sets (blue quality) with random traits. There are additional Trophy Vaults in the new 4-man dungeons that require 150 thinga-majigs to open, with the same kind of RNG chest as a "reward."
- Glass motif -- Fragments/Pages and Malachite/Shards. There are 10 Fragments for each Page that grants knowledge of a gear piece (same as Dwemer motif), and there are 15 Pages. This means you must collect 150 Fragments to completely learn the style; moreover, Fragments can be traded, but Pages cannot. To create a Page from the Fragments, you have to buy a special mat for 25k for each page, meaning it will cost 375k gold to learn the entire set. Malachite is required to craft it, but first it must be created from Malachite Shards! The Shards drop from treasure chests, with a higher rate from chests from Treasure Maps. You need 10 shards to create 1 Malachite.
- V16 crafting mats -- 10 times more mats needed for V16 compared to V15.
- Additional random-traited (and possibly armor type/slot) set items, including new monster sets -- Same critiques of this system that have been around ever since the first Undaunted monster sets were released.
It is important to note that players are not against challenging or rare items, and do not simply "want things handed to them" like people seem to always say.
@Contraptions summarized this whole turn in IC/2.1 very well, so I'll quote him/her here:
I fully understand the desire to "earn" your gear through gameplay, but there is a fine line between "challenging"/"tedious" and "earning"/"grinding". IMO the current system is too much of a grind, and I'm going to explain why with reference to another systems they implemented: The Dwemer motif. I never complained when the first one came out, and here's why:
The Dwemer motif came in 15 chapters, with the chance of finding the whole book if you were lucky. As a player I only needed to beat the RNG 15 times minimum, and the number of "tries" at the RNG is limited by how much time I want to spend opening urns. I am in relatively good control how fast or slow I get the Dwemer motif.
Not so for Glass. I am limited off the bat by the number of writs I can do a day, and thus the number of "tries" (24 max assuming you have all 8 chars maxed). After the initial layer of RNG when opening writ boxes, there is another layer of RNG and cost (Resin) just to assemble the fragments into one chapter. So if I want to get the full motif, assuming there are 15 chapters, I need to beat the first RNG 150 times, beat the second one 15 times, and pay for 15 Resins (25000 * 15 = 375000 gold) as well. Why the huge disparity between the two? Aren't they both cosmetic? And this isn't even counting the third layer of RNG involved when getting the Malachite fragments. The amount of luck and time involved in getting even one piece of Glass armour compared to Dwemer is so large, with no good reason for it. If you're the kind of player who likes these kinds of luck-based systems, good for you. But I personally find them boring. I don't have the hard numbers for drop rates yet, but if we use Dwemer chapter rates for the Glass fragments, it could be a very long time before the average player even gets to see a single piece of Glass gear. I also heard rumours that full Malachite pieces and the full Glass Motif may be sold in the Crown store (how convenient), so yeah. I know nothing is final yet, but this isn't looking good to me now.
I can't comment on the Xivkyn and Shriven Chests much, since I haven't paid much attention to it yet, but in game I think you have to gather 60 Aether Fragments (RNG layer one) or whatever that only drops occasionally from the roaming IC bosses for a chance at opening the chests (RNG layer two). Again, layers upon layers of RNG, but at least this one can be actively "farmed" to an extent.
Lastly, about the new V15 vs V16 gear, I think having to put in 10X the effort for so little benefit is silly, but it appeals to hardcore farmers/ minmaxers. I for sure won't bother with it, on the off chance that all my effort could be wasted with yet another level cap increase when Orsinium comes out. Oh well.
EDIT FOR UPDATE 2.1.1
Relevant info from patch notes:
- Patrolling Horrors within the Districts will now always drop a Treasure Vault trophy.
- Deconstructing VR15 and VR16 weapons and armor will now always provide one associated refined material instead of just having a chance to do so.
- Significantly increased the drop rate of Treasure Vault door key fragments from monsters.The bosses in White-Gold Tower and Imperial City Prison will drop more of their dungeon's Treasure Vault door key fragments.
- Sigils of Imperial Retreat now cost 10,000 AP instead of costing Tel Var Stones.
- Greatly reduced the commonality of Xivkyn-style equipment from monster drops in the Imperial City and its dungeons.
- Greatly increased the amount of Tel Var Stones found in treasure chests in Imperial City.