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RNG system improvements

dylanjaygrobbelaarb16_ESO
dylanjaygrobbelaarb16_ESO
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The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
if the crafters could switch traits on gear its like two birds with one stone.

  • khele23eb17_ESO
    khele23eb17_ESO
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    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    That would be great, even if it cost x3 the mats needed to make a new item of that CP.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Birdovic
    Birdovic
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    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.
  • Elohmrow
    Elohmrow
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    boo, just make there be a special item that changes trait... tadaaa
    To learn more about the universe, please un-hide the following spoilers:
  • Wtrenga
    Wtrenga
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    I think it would be a good idea to implement trait-change but it always needs to be in connection with an investment. Maybe they could implement a similar procedure as researching where it would require a certain amount of time for a trait to change.
    Also, it could require a (painful) amount of trait materials? Would boost economy for sure ;-)
  • khele23eb17_ESO
    khele23eb17_ESO
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Birdovic
    Birdovic
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.

    Yeah Im sure it would be introduced as a random Option.
    Like, you get the item needed for trait change and on use, your Armor/Weapon/Jewelry receives a randomly chosen, new trait.
    Should've been more clear there.
  • Draxys
    Draxys
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    This would be awesome, but rng allows them to artificially extend the life of content. That's just unfortunately how the game is going to work, infuriating though it may be.
    2013

    rip decibel
  • WolfingHour
    WolfingHour
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    Draxys wrote: »
    This would be awesome, but rng allows them to artificially extend the life of content. That's just unfortunately how the game is going to work, infuriating though it may be.

    Sad but true. What we need is proper token system, one that is not a lottary mystery box.
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    absolutely not. my suggestion to add trait changing to crafting means they dont have to touch the loot system or items at all, just add a mechanic. a common sense mechanic. why would you want to change every item in the game first? what a wast of time, it makes no sense.

  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Wtrenga wrote: »
    I think it would be a good idea to implement trait-change but it always needs to be in connection with an investment. Maybe they could implement a similar procedure as researching where it would require a certain amount of time for a trait to change.
    Also, it could require a (painful) amount of trait materials? Would boost economy for sure ;-)

    the point is to balance challenge/time with enjoyment and increased variety of what is used. think of it this way:
    the new ap vendors sell sets in 50k ap bags with every slot, so each bag has 7 armor 2 jewel(ring,neck)12 weapons(right?) and shild thats a whopping 22 items if your looking to get a specific 5 it could take hundredes of bags( before even considering traits)

    so if you spent 2 mill to get 5 peices that arnt even the right trait you think there should now be another huge grind to change the traits? it wasnt enough to earn millions of ap?
    its especilly bad if you want a heavy set for dps( without change i suggested) because the jewelry has health so you need 5 non jewel pieces which is harder to get best in slot trait.

    there could be some system to make it not instant. but we dont need some *** like the 9 trait pve wall that is so long and inconvenient that it made almost every crafter i ever met quit developing past 8 traits either
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.

    this is a false premise. people want to play with the sets they acquire not quit as soon as they get them. a huge portion of the players only play the content to get the gear in order to play the " real game" with is competing in pvp or pve leaderboards. the point of getting the gear is NOT acquiring it, its using it.
  • khele23eb17_ESO
    khele23eb17_ESO
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    Birdovic wrote: »
    Or what about this (please read the rest, before you hit me!):

    Every single Item Set that is not crafted, comes in only 1 SINGLE TRAIT.

    But additionally, a trait change Option is introduced, where you can receive any Trait you want on any Weapon, Jewelry or Armor Piece you want.

    They will not give you an option to get what you want guaranteed on the first drop. RNG is there to provide longevity. Its a sucky, annoying way to do it but it has to be done somehow or youd get everything in a week and be done with the game.

    this is a false premise. people want to play with the sets they acquire not quit as soon as they get them. a huge portion of the players only play the content to get the gear in order to play the " real game" with is competing in pvp or pve leaderboards. the point of getting the gear is NOT acquiring it, its using it.

    Not really. Not a 'huge' portion. Very few people give a damn about leaderboards if they arent connected with rewards that advance their characters. And if you already have BiS gear... theres not much incentive to keep going. You basically beat the content a few times with the new gear and once it starts to feel repetitive you ask yourself 'now what?'
    Edited by khele23eb17_ESO on 6 July 2016 07:26
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Rhazmuz
    Rhazmuz
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    Make this happen!!
    Rhazmuz - Nord DK tank
    PS4 - EU
  • alkodav
    alkodav
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    Yep, it would be great
    And not only for dropped sets, but for crafted too - for example, after nirncrux was changed it was really not cool to make new gold swords for my chars

    And RNG is really strange, seems that you almost always get useless traits, but divines and sharpened is something unbelievable rare (VMSA, SO and MOL - all times taining, well-fitted and that new one with gold obtaining). It makes me really sad and i really don't want to farm it again and again
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Yep, it would be great
    And not only for dropped sets, but for crafted too - for example, after nirncrux was changed it was really not cool to make new gold swords for my chars

    And RNG is really strange, seems that you almost always get useless traits, but divines and sharpened is something unbelievable rare (VMSA, SO and MOL - all times taining, well-fitted and that new one with gold obtaining). It makes me really sad and i really don't want to farm it again and again

    right! would be so nice. at least we can dream ;)
  • Ep1kMalware
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.
  • Ep1kMalware
    Ep1kMalware
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.

    tbh, I'd probably grind even MORE gear incase I want it on different traits, or the same traits, because it has potential to be useful to me. Instead the piece of gear that took me hours to get goes in the trash and I log out foe the night.Zenimax, I already bought your game, you are spending money maintainjng it while I play. it's not the other way around. Nobody likes this system, cmon, entice us.
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    There's too many factors to weight in to this proposal that I don't believe they will consider it:

    There's a risk of killing the economy because you just get one piece and change it / upgrade it, unless they make the change trait extremely expensive. Then people would complain about grind/farm and stuff.

    Also there's a risk of killing the dungeon population. Once you get your single piece for everything there's a high chance those people are not gonna do the dungeon anymore. So you'll eventually have a % of the population fully geared and optimized and another % of the population stuck trying to find groups. A potential fix to this is to make gear much more rare in lootables but then again people are going to keep complaining about RNG.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    There's too many factors to weight in to this proposal that I don't believe they will consider it:

    There's a risk of killing the economy because you just get one piece and change it / upgrade it, unless they make the change trait extremely expensive. Then people would complain about grind/farm and stuff.

    Also there's a risk of killing the dungeon population. Once you get your single piece for everything there's a high chance those people are not gonna do the dungeon anymore. So you'll eventually have a % of the population fully geared and optimized and another % of the population stuck trying to find groups. A potential fix to this is to make gear much more rare in lootables but then again people are going to keep complaining about RNG.

    not really, people do dailys for lots of reasons, exp champ grinding, drops, achievements, they like it, helping guildies. suggesting that the only way people will play is to grind forever trying to get gear that feels unattainable means that the game *** sucks
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.

    exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
    for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR
  • Destyran
    Destyran
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    Training prosperous should be crafted traots only!! Divines infused impen light only add well fitted for medium. Heavy is infused divines reinforced impen only!!!
  • Ep1kMalware
    Ep1kMalware
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    There's too many factors to weight in to this proposal that I don't believe they will consider it:

    There's a risk of killing the economy because you just get one piece and change it / upgrade it, unless they make the change trait extremely expensive. Then people would complain about grind/farm and stuff.

    Also there's a risk of killing the dungeon population. Once you get your single piece for everything there's a high chance those people are not gonna do the dungeon anymore. So you'll eventually have a % of the population fully geared and optimized and another % of the population stuck trying to find groups. A potential fix to this is to make gear much more rare in lootables but then again people are going to keep complaining about RNG.

    they did that, 40+ kills to get the belt I wanted from adjudicator, and not even in a good trait. I think they could tie crafting in somehow too. if anythig wae going to kill dungeons it would be the helmet vendor. While dungeon population has massively dropped on certain popular dungeons, the content is far from extinguished.

    I THINK morw people give up due to rng and develop a hatred for dungeons that way than getting what they want in the first place.
  • Ep1kMalware
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    Destyran wrote: »
    Training prosperous should be crafted traots only!! Divines infused impen light only add well fitted for medium. Heavy is infused divines reinforced impen only!!!

    I was going to say that, but yoi have to get the traits to research somehow. I say puttem on co,,on items.
  • Ep1kMalware
    Ep1kMalware
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.

    exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
    for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR

    I don't regularly pay for anything but my living expenses. zos finances the game, I only paid 60$ up front. Although I do plan xon getting eso+ for costume dying, zenimax needs to bait me into further cash, making me hate the game won't do that.

    I predict a future crown store purchase similar to the mimic stone. many ei=will rage, but I'll probably bite.

    I guess the main point in that statement was: I can play infinitely without paying a dime. add trait change or token systems to eso+ . then you get a happy customer instead of angry people that go play something that doesn't make them angry.
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.

    exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
    for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR

    I don't regularly pay for anything but my living expenses. zos finances the game, I only paid 60$ up front. Although I do plan xon getting eso+ for costume dying, zenimax needs to bait me into further cash, making me hate the game won't do that.

    I predict a future crown store purchase similar to the mimic stone. many ei=will rage, but I'll probably bite.

    I guess the main point in that statement was: I can play infinitely without paying a dime. add trait change or token systems to eso+ . then you get a happy customer instead of angry people that go play something that doesn't make them angry.

    sure YOU can play(the vanilla game) without paying past the box fee, but zos does not finance the ongoing content lol! the players do by creating the revenue for the company, a company will only invest so much in a product it has to start making profit, and the profit from the ongoing content is from dlc/crown/sub. if 100% of the playerbase stoped buying crowns and subbing then the game would die and fast.

  • Ep1kMalware
    Ep1kMalware
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    mmos are susposes to be slow progression games with varying degrees of grindyness. Sometimes drop tables love you, sometimes not. Eso takes it a step further by having item traits with so very many types. The rng features percentages of percentages of percentages and it compounds to an already frustrating issue.

    it's not like other games where you may or may not get that drop you wanted this run, it's expounded by a further layer of rng that almost always guarantees that when you do finally get your drop, it will be unusable. implementing a trait change or feature would be a very effective way to solve this. or drop the items with no trait and allow you to socket(?) trait gems that will permanantly give your armour this trait. tie it into crafting, where you need that trait unlocked for that particular gear piece.

    content will always have replayability if it's fun. By doing this you actually rob the content of enjoyment.

    exactly my thoughts. they could even make the drops more rare if you could at least guarantee that when you finally find something you want you can trait craft so its guaranteed to be usable.
    for example, people who have capped cp and spend 100 hrs grinding for something specific then it drops in training, and for a moment they HATE the game. that is not something you want, players to yell jesus *** christ when trying to enjoy a game they are REGULARLY PAYING FOR

    I don't regularly pay for anything but my living expenses. zos finances the game, I only paid 60$ up front. Although I do plan xon getting eso+ for costume dying, zenimax needs to bait me into further cash, making me hate the game won't do that.

    I predict a future crown store purchase similar to the mimic stone. many ei=will rage, but I'll probably bite.

    I guess the main point in that statement was: I can play infinitely without paying a dime. add trait change or token systems to eso+ . then you get a happy customer instead of angry people that go play something that doesn't make them angry.

    sure YOU can play(the vanilla game) without paying past the box fee, but zos does not finance the ongoing content lol! the players do by creating the revenue for the company, a company will only invest so much in a product it has to start making profit, and the profit from the ongoing content is from dlc/crown/sub. if 100% of the playerbase stoped buying crowns and subbing then the game would die and fast.

    yeah that's a true good point. I guess every person that buys crowns/subs is a valid reason to not make content feel hopeless and frustrar=ting. they do a remarkable job of designing gameplay and story, it can be hard to immersivelt]y enjoy it when it feels like you're there against t=your will.;/
  • FearlessOne_2014
    FearlessOne_2014
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    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

    As much as I absolutely hate the RNG systems of this game. Till the point I don't run "Endgame content anymore" other then the "Hey guys look at my name on the leaderboards" wears off you'll come to understand how it's not fun, makes your time as a person "ABSOLUTELY WORTHLESS" as you can run content 200 times and not get what you need but good ole' Johnny boy can run it 5 times and get all the pieces he needs.

    The RNG system in ESO followed by the Champion System are the biggest reason I just don't run 4 man or 12 man content anymore. I heard about the horror stories about Veteran Maelstrom Arena's drop rates, so I will NEVER run that till ZOS fixes RNG to the point it's worth my time.

    My time is very precious as I have very very few days remaining in the phase of existence. I'll be damned if some Sadist people make me waste it on being angry for unfair treatment in A VIDEO GAME. Nope no thank you.

    But yeah the RNG in this game completely discourages players from doing the content.
  • baratron
    baratron
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    Destyran wrote: »
    Training prosperous should be crafted traots only!!

    That's a silly thing to say. These traits are super useful on newbie gear. A Level 10 set with Training is great.

    Rather, they shouldn't be dropping on endgame gear. Nothing after CP 140 or so, and never on Undaunted Monster sets.
    Guildmaster of the UESP Guild on the North American PC/Mac Server 2350+ CP & also found on the European PC/Mac Server 1700+ CP

    These characters are on both servers:
    Alix de Feu - Breton Templar Healer level 50
    Brings-His-Own-Forest - Argonian Warden Healer level 50
    Hrodulf Bearpaw - Nord Warden Bear Friend & identical twin of Bjornolfr level 50
    Jadisa al-Belkarth - Redguard Arcanist Damage Dealer level 50

    NA-only characters:
    Martin Draconis - Imperial Sorceror Healer (Aldmeri Dominion) level 50
    Arzhela Petit - Breton Dragonknight Healer (Daggerfall Covenant) level 50
    Bjornolfr Steel-Shaper - Nord Dragonknight Crafter (Ebonheart Pact) level 50 EAGERLY AWAITING HIS BEAR
    Verandis Bloodraven - Altmer Nightblade Healer & clone of Count Verandis Ravenwatch (Aldmeri Dominion) level 50
    Gethin Oakrun - Bosmer Nightblade Thief (Ebonheart Pact) level 50
  • Pallio
    Pallio
    ✭✭✭✭✭
    RNG is ruining the game, the addition of Training and Prosperous was a slap in the face to the players, basically ZOS said FU to the player base with that one. There is only so many times people are willing to run the same content over and over again.
  • Shader_Shibes
    Shader_Shibes
    ✭✭✭✭✭
    The forum is full of people who feel the loot system is poor and are frustrated. ive never met one person who likes it aside from accepting thats how mmo;s are 'supposed to be'

    you what ill bet 99.9% of the playerbase would love: crafters being able to change traits
    what do people dislike the most about this game aside from outstanding balance/bug/lag issues? GEAR RNG
    if the crafters could switch traits on gear its like two birds with one stone.

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