You do realize a token system won't magically reduce the grind right? It's systematic grind vs a random grind. Token systems are even more of a grind usually because they impart one token grind into another token grind. Run dungeon 100 times to get get one token. get 100 tokens get a ring, get 200 tokens get chest piece, etc. Hell no.
Random might be frustrating but I'd take it over a systemic kick in the nuts every time I log in. Some people see a token system as light at the end of the tunnel, but I see it as depressing knowing exactly how much time I'm going to have to waste to get that one shiny.
S1ipperyJim wrote: »They spelled 'transferable' wrong
Did you know that Albert Einstein was known to be notoriously poor at spelling, both in English and his native German? I guess that disproves all his scientific theories and discoveries then....
looks let's agree to disagree shall we, I'm glad you were open minded enough to read the articles i linked even if you don't accept their conclusions
This, i would expect an combination, you get most gear from drops then use tokens to fill the gap or reduce bad luck.You do realize a token system won't magically reduce the grind right? It's systematic grind vs a random grind. Token systems are even more of a grind usually because they impart one token grind into another token grind. Run dungeon 100 times to get get one token. get 100 tokens get a ring, get 200 tokens get chest piece, etc. Hell no.
Random might be frustrating but I'd take it over a systemic kick in the nuts every time I log in. Some people see a token system as light at the end of the tunnel, but I see it as depressing knowing exactly how much time I'm going to have to waste to get that one shiny.
Why not both? Something like, if you get (for example), an MA weapon you don't need, you can trade it in for 1 MA token(MA tokens can't be farmed in Wayrest obviously). Let's say 100 tokens needed. Then if after 100 runs RNG gods still hate you dearly and keep giving you charged daggers for your magicka build, you can trade them all for tokens and finally get your MA sharpened inferno, as opposed to running it 300 times and being in no way closer to getting it at all. Now if rng gods do love you, you can still get sharpened inferno the very first run like me and never bother with tokens whatsoever.
You do realize a token system won't magically reduce the grind right? It's systematic grind vs a random grind. Token systems are even more of a grind usually because they impart one token grind into another token grind. Run dungeon 100 times to get get one token. get 100 tokens get a ring, get 200 tokens get chest piece, etc. Hell no.
Random might be frustrating but I'd take it over a systemic kick in the nuts every time I log in. Some people see a token system as light at the end of the tunnel, but I see it as depressing knowing exactly how much time I'm going to have to waste to get that one shiny.
AnotherOxyt wrote: »"WHEN?"
Never.
If you want to have bis equipment you need to deserve it. Patience (dungeon sets, overland sets) and skill (epic and legendary jewelry from vTrials, MSA weapons). Try or chose something weaker.
Close thread.
You want the dart throw at the county fair! Throw darts at balloons, pop a balloon you get a prize. Most prizes suck but one of those balloons is hiding the big teddy bear. To keep you throwing darts they tell you hey if you get four more of those mustache combs you can trade them in for this whistle. It takes just five whistles to get the novelty sunglasses or you could get lucky and pop the balloon that has the sunglasses prize hidden behind it. Sure the sunglasses are cheap but they are better than five whistles and of course five pairs will get you the small stuffed turtle...
I wouldn't go so far as to say lack of separate balance for PVE and PVP will keep me from buying Morrowind, or even subbing, though this current patch proposal is WAY over the top and far too much at once to balance smoothly, which will just lead to unnecessarily protracted frustrations.
But what WILL continue to kill this game for more and more people is the current pure-RNG system for BoP gear drops in dungeons and trials, where you get a random drop, with a random trait, and no guarantee of EVER getting the piece you want.
Repeat after me.
That is a TERRIBLE design that leads people to give up. It is demoralizing, depressing, and if they honestly think it makes people run the content MORE, they need to have a very close look at the use data and do a professional sit-down with whoever is still pushing that notion.
Being able to trade items with the group was a good start but it wasn't enough to quell the real problem which is the PERCEPTION OF ATTAINABILITY. Random is still random.
A simple token system, where you earn currency for the current dungeon, and have enough to buy 1 piece of any BoP set that drops in that dungeon with the trait of your choosing after say 5 runs, would give people a cap on the "time to acquisition" that WOULD keep them POSITIVE and RUNNING CONTENT, both of which I believe are your goals as well and what is best for the life of the game.
That is the solution I have proposed for the better part of 2 years now.
This is having the opposite effect as intended, ZOS. Ask Deltia what the biggest burnout for him was. The patch notes was just the nail in the coffin from what I gather.
Why are you still fighting us on this? We ALL want the game to succeed. Just say it was something you were planning all along. It may even be true!
@ZOS_GinaBruno
That analogy is rather flawed though. A casino profits from a person not winning, because if they do win, the casino gets to pay real money to them. For ZOS, it would not cost a cent to give every single person in the game a sharp fire vMA staff(I'm not saying they should do that, would be a bad idea but still), they profit from people staying in the game and spending money on the game. The question is, when are people more likely to stay with the game and feel content with the game enough to spend more money on it, when they run same content that they're long bored of for literally hundreds of hours instead of doing something they enjoy, or when they actualloy have a reasonable chance of doing what they enjoy in the near future?
It'd be a bad idea to have absolutely guaranteed drops because it'd destroy the sense of achievement, but at the same time hundreds and hundreds of runs and getting na da after them is not fun either, it makes a lot people quit, even that guy-who-shall-not-be-named that everyone's so freaking out about now. Token system sounds like a reasonable alternative where something would still take relatively long to obtain if rng gods don't favor you, but at the very least you'll know that after <x> time, you WILL get what you're after. They can make it a very long time too, people will still take it and praise them at this point because current system gives them a chance to literally NEVER get what they're after.
Yeah I would like to farm them too, but you know what? It's close to impossible to find a group among my friends and guilds. They got everything they wanted from there, so they don't need to and won't go there.
Personally, I've been farming SotH dungeons a great lot lately, it's become my favourite activity in the game. I do actually enjoy them, they're fun and mechanics are interesting, and I like that there's still a challenge to them even with a good team, but you know why else I run them? Motifs. 100% drop in vet hm. Not only I've learnt them all myself but I'm making very nice profit selling them. Best part? I don't have to pray to rng gods anymore, I know that if me and my team are good enough, we WILL get a motif chapter and it's great. And it hasn't dropped the economy either because even with guaranteed drops the content is hard enough that the supply is still much lower than the demand and chest chapters go for up to 90k(pc na). I feel that was a really great adition and really awesome idea - the guaranteed drop is locked behind content difficulty, but it is there, there IS a way to get 100% drop, even if it's not easy and might take a while too. It's not a token system but it's along the same lines of having a guaranteed way to acquire something eventually.
AnotherOxyt wrote: »"WHEN?"
Never.
If you want to have bis equipment you need to deserve it. Patience (dungeon sets, overland sets) and skill (epic and legendary jewelry from vTrials, MSA weapons). Try or chose something weaker.
Close thread.
Idk, placing, say, a desired MA weapon at 100 runs' worth of tokens doesn't seem to make it much less rare than it is now, it simply guarantees you WILL eventually get your MA weapon at all.
Now THAT is a terrible idea and would be a terrible design. Not having any rare meaningful items? Not having any progression when you can get everything in a month? THis is the game where dungeons have no cooldowns, I'll remind you. And they are trying to keep all the content relevant as opposed to the vertical progression and adding new tiers of dungeons and trials.
Not to mention that all the new players will be FORCED to farm everything, the requirements will inflate as well.
On the other hand, a lot of players will find it difficult to find a group for some dungeons, because no one will need anything from them anymore because they already got those things after X runs.
It does not cost them money to give people digital stuff. It does cost them money when people leave yes. But how many people have already left and will yet leave because of the rng grind? Is this seriously the best way to keep us playing, run normal coa 1 for time 353799053 in hopes of maybe finally getting sharp bsw staff? Where exactly is the sense of progression in that?This is where you are wrong. It does cost them money. Apparently, people leave when there's nothing left to do. A lot of MMO players play for the progression.
40-90k gold guaranteed for what is a 30 minutes run with a good team. I'll run these with you any day if you're pc na and know the placesYeah I would like to farm them too, but you know what? It's close to impossible to find a group among my friends and guilds. They got everything they wanted from there, so they don't need to and won't go there.
Idk, placing, say, a desired MA weapon at 100 runs' worth of tokens doesn't seem to make it much less rare than it is now, it simply guarantees you WILL eventually get your MA weapon at all.
For dungeons, farming for armor is fairly easy already, farming for weapons is complete nuts. 100 runs for enough tokens for a weapon of choice as well? There're only so many times you can run the very same content til you give up and move on, whether or not you have gotten what you wanted.
It does not cost them money to give people digital stuff. It does cost them money when people leave yes. But how many people have already left and will yet leave because of the rng grind? Is this seriously the best way to keep us playing, run normal coa 1 for time 353799053 in hopes of maybe finally getting sharp bsw staff? Where exactly is the sense of progression in that?
Yes, finding the good team is not easy though. Those players are either grouped already or only care about trials.
40-90k gold guaranteed for what is a 30 minutes run with a good team. I'll run these with you any day if you're pc na and know the places
I've never played WoW so I have no idea about anything there. All I know is that the current system in ESO, or parts of it at least, are very discouraging to play. Even ZOS seems to understand them, between making monster heads/set pieces guaranteed drop and allowing group wide trade at least.
You didn't even read my first post, did you? I've gotten my vMA Sharp Inferno staff my very first run and I wasn't even really looking for it(though I am magicka and I will use it). I personally now couldn't give a damn about MA tokens. I wish I could give it to my friends who have spent countless number of hours there yet still don't have it besides being on leaderboards every week. They deserve it more.
If you move on before you have gotten it - perfect, then the design worked and the item is rare, because not everyone who wants it gets it.
Read before commenting. it does cost them money because they will lose players. No one cares about a couple dozens of crybabies when this system keeps thousands of players who would've left otherwise.
The of progression is that you still have reasons to run that content and that you character can still get better gear. Now where is the sense of progression when everyone got all the gear they wanted? How would it affect teh game? See the previous comment to find out.
You don't care about the game, you just want the weapons for yourself. Those are not respectable motives to push your idea. I would benefit from having all the weapons I want too in the sense that I would have them. WOuld I like the game where no one plays anything anymore, though? No, I wouldn't.
You didn't even read my first post, did you? I've gotten my vMA Sharp Inferno staff my very first run and I wasn't even really looking for it(though I am magicka and I will use it). I personally now couldn't give a damn about MA tokens. I wish I could give it to my friends who have spent countless number of hours there yet still don't have it besides being on leaderboards every week. They deserve it more.
If you move on before you have gotten it - perfect, then the design worked and the item is rare, because not everyone who wants it gets it.
Read before commenting. it does cost them money because they will lose players. No one cares about a couple dozens of crybabies when this system keeps thousands of players who would've left otherwise.
The of progression is that you still have reasons to run that content and that you character can still get better gear. Now where is the sense of progression when everyone got all the gear they wanted? How would it affect teh game? See the previous comment to find out.
You don't care about the game, you just want the weapons for yourself. Those are not respectable motives to push your idea. I would benefit from having all the weapons I want too in the sense that I would have them. WOuld I like the game where no one plays anything anymore, though? No, I wouldn't.
If people moved on from the game because they couldn't find gear they wanted(as many have and many will yet) to do the stuff they find fun after MONTHS of farming, then I really don't think the system is working as intended. There's no progress in running same content thousands of times and STILL being no closer to what you wanted. It doesn't reward skill nor even time, it rewards blind luck and is extremely discouraging.
Also Idk about your grouping issues but personally my #1 grouping problem is I can't find people to run fun stuff with because they're too busy running normal CoA 1 for 146786433th time for their sharp fire staff, or Blackheart for the pirate set. It's turning game into a job where people refuse to do stuff that's fun because they "need" to do boring stuff they hate, except there's only x% chance of them ever getting their salary.
I would see a token system more as a back up...if u run it 100 times and u don't get for example ur msa fire staff, like me :-)
u can use ur 100 token to get it, so u have at least some reward in the end,
if u get it before, lucky u and the grind can stop
but I agree with u...sometime the grind feels like hard work, instead of fun playing the game
You didn't even read my first post, did you? I've gotten my vMA Sharp Inferno staff my very first run and I wasn't even really looking for it(though I am magicka and I will use it). I personally now couldn't give a damn about MA tokens. I wish I could give it to my friends who have spent countless number of hours there yet still don't have it besides being on leaderboards every week. They deserve it more.
If you move on before you have gotten it - perfect, then the design worked and the item is rare, because not everyone who wants it gets it.
Read before commenting. it does cost them money because they will lose players. No one cares about a couple dozens of crybabies when this system keeps thousands of players who would've left otherwise.
The of progression is that you still have reasons to run that content and that you character can still get better gear. Now where is the sense of progression when everyone got all the gear they wanted? How would it affect teh game? See the previous comment to find out.
You don't care about the game, you just want the weapons for yourself. Those are not respectable motives to push your idea. I would benefit from having all the weapons I want too in the sense that I would have them. WOuld I like the game where no one plays anything anymore, though? No, I wouldn't.
If people moved on from the game because they couldn't find gear they wanted(as many have and many will yet) to do the stuff they find fun after MONTHS of farming, then I really don't think the system is working as intended. There's no progress in running same content thousands of times and STILL being no closer to what you wanted. It doesn't reward skill nor even time, it rewards blind luck and is extremely discouraging.
Also Idk about your grouping issues but personally my #1 grouping problem is I can't find people to run fun stuff with because they're too busy running normal CoA 1 for 146786433th time for their sharp fire staff, or Blackheart for the pirate set. It's turning game into a job where people refuse to do stuff that's fun because they "need" to do boring stuff they hate, except there's only x% chance of them ever getting their salary.
It's an abstract you. You people want weapons for yourself and whoever else you want to have them - your friends etc. Awww a few people left? Even more would leave if everyone had vMA weapons. There's no progress if you reached the highest point.
You don't need any of the particular pieces. All the setups that make sense are withing few percent from each other.
I wouldn't go so far as to say lack of separate balance for PVE and PVP will keep me from buying Morrowind, or even subbing, though this current patch proposal is WAY over the top and far too much at once to balance smoothly, which will just lead to unnecessarily protracted frustrations.
But what WILL continue to kill this game for more and more people is the current pure-RNG system for BoP gear drops in dungeons and trials, where you get a random drop, with a random trait, and no guarantee of EVER getting the piece you want.
It is the biggest cause of people's extreme resistance to otherwise adaptable changes. The fear of "having to do that grind all over" if the gear cap ever goes up, where even if they get the drop they want, they never really win, because they know one little change and it is back to never-ending randomness AGAIN.
That is a TERRIBLE design that leads people to give up. It is demoralizing, depressing, and if they honestly think it makes people run the content MORE, they need to have a very close look at the use data and do a professional sit-down with whoever is still pushing that notion.
Being able to trade items with the group was a good start but it wasn't enough to quell the real problem which is the PERCEPTION OF ATTAINABILITY. Random is still random.
A simple token system, where you earn currency for the current dungeon, and have enough to buy 1 piece of any BoP set that drops in that dungeon with the trait of your choosing after say 5 runs, would give people a cap on the "time to acquisition" that WOULD keep them POSITIVE and RUNNING CONTENT, both of which I believe are your goals as well and what is best for the life of the game.
That is the solution I have proposed for the better part of 2 years now.
This is having the opposite effect as intended, ZOS. Ask Deltia what the biggest burnout for him was. The patch notes was just the nail in the coffin from what I gather.
Why are you still fighting us on this? We ALL want the game to succeed. Just say it was something you were planning all along. It may even be true!
@ZOS_GinaBruno