So basically, you believe that the longer people don't get the gear they want, the longer they'll play? So...if they don't EVER get the gear they want, they'll keep playing forever? You don't see some logical fallacy with that? People will only chase the carrot on the stick so long until they give up and go someplace else.
People farm gear because they want to be better at the activities they do find fun and/or want to compete in, I don't think anyone's staying in ESO to run normal coa 1 for time 476479248th time then quit if they do finally manage to get sharp bsw staff.
I believe that a LOT more people leave because of this stupid grind than stay. It's a widely recognized problem and no, it's not just a few. I might be wrong but I'm pretty sure at this point even ZOS recognizes the issue - they finally made monster heads guaranteed drops(do you remember when you had to run a dungeon 10-50 times just to get ONE head in any weight/trait?), they made every boss drop a set piece(farming spc was fun when you could go 10 runs without 1 spc piece in any trait), they enabled group-wide trading, they're talking about considering token system. They just need to hurry up with this.
You don't need any of the particular pieces. All the setups that make sense are withing few percent from each other.
I got my Sharpened Inferno after 600 runs and a year of weekly rewards. My vMA score was always capped at around 580k. After I got it, I ran it one more time just for comparison. Instantly broke 590k. You feel the difference. Two people, one without and one with vMA weapons, can't compete with each other. To say it's negligible is 100% wrong. And my 593k run didn't even feel as perfect as my 582k run.
Getting the Inferno made me quit BDO, not ESO. I am still playing it, still enjoying the content, and excited for Morrowind. And that besides the fact that my main character, Magicka Nightblade, has been complete garbage in PvE for over a year now, and that will continue in Morrowind cuz ... ZOS.
There were tons of great players that kept leaving over the last year just because of vMA RNG. And it weren't those not getting the weapon after 50 runs. It were those not getting it after 500 runs. The 10%, not the 90%. Would it've hurt the game that much to provide those 10% with a safety net and keep them in game, since the other 90% got lucky already? If ZOS didn't drive ~100 loyal and competitive players (that I know of) to BDO, Hodor wouldn't be alone on the top of the leaderboards right now. There would be actual competition going on.
Oh yeah, just in case you don't know, cuz people seem to forget, before Dark Brotherhood patch vMA weapons came only in Sharpened, Precise and Defending. Thus, weekly rewards guaranteed you good, usable weapons. Yes, imagine that. That's also where most players with Sharpened Infernos got their weapons from. Then ZOS added the *** traits.
Still - no one explained to me, why a few players being able to compete is worth all the negative consequences I'm describing.
With a token system where you can trade in 500 weapons for 1 desired weapon, how exactly would that be bad for the game?
Losing 100 self-proclaimed good players is better than losing thousands of casuals. Again - no vertical progression, no dungeon cooldowns. In a couple of months everyone will have everything and no one except for new players will need to run anything. The requirements will be inflated as well. I'd rather have a few dozens of competitive players quit the game.
Still - no one explained to me, why a few players being able to compete is worth all the negative consequences I'm describing.
o.O casuals don't give a damn about BiS gear. It's the competitive(and often good, yes) players that do and it's them that ZOS is driving away with the grind. And the casuals that have a competitive streak in them and decide to give it a try and...yeah no.
There's no optimal point in rng because you might as well literally never get the carrot you're chasing. You can run vMA once and get sharp inferno. Or you can run it 1000 times, all Flawless and on leaderboards and not get it, and still not be any closer to getting it. There is no sense of progression in that, and that's exactly the issue. You do not progress. You're still just as far from getting what you want as a random noob doing his first complete ever.
They need some sort of grind because obviously they can't make the content at the speed we consume it, hence the carrot on a stick. But if you want to keep people chasing it, you gotta let them catch it eventually, enjoy it, then introduce a new one(or just let them enjoy the old one for a while). At this point, the carrot is basically a lie.
Blackfyre20 wrote: »There is no point in arguing with @Artis about RNG, he will fight this fight in every RNG thread until the game dies, no matter how wrong he is or how unanimous support for the opposing opinion is.
"Everyone loves grinding endlessly with no light at the end of the tunnel! They run dungeons, trials, and VMA hundreds of times because they like it" - @Artis
"No we don't, we'd rather light ourselves on fire then run COA again" - everyone
"See, RNG is great!" - @Artis
@Wifeaggro13 i really dont understand why so many people here glorify Paul Sage. Nobody played Tabula Rasa? In fact many elements of ESO that annoy me and i think many other players, seem to be copied from TR.
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.
The idea of rarity in a video game environment is an illusion. These are virtual items created by the devs on a whim. They are neither rare nor plentiful, because they do not actually exist, nor is there any fixed quantity of them.
The only way we can describe something's "rarity" in a virtual environment is how long it takes to get it and how difficult it is to do so. But there is the problem. ZOS relies too heavily on RNG, so there IS no fixed time to acquire, nor is skill or difficulty factored into the equation, thus rarity is truly meaningless.
For example, a highly skilled player can reach the top 10 on the leaderboards for weeks or months running vMA and NEVER get the item they wanted. Then someone can derp through without even registering on the leaderboard and get lucky on their first chest.
Someone can run HM content for MONTHS and never get the item they wanted. Then someone can pay for 1 carry and get it their first time through, NO SKILL REQUIRED. That is the biggest problem with a pure RNG system. People are not rewarded for skill.
Let me ask this: Why is rarity in a virtual world so important?
I have never understood why is it so important to people that others NOT have something in order to enjoy what one has, especially in a pure RNG system which rewards repetition rather than actual skill. Help me to understand!
MLGProPlayer wrote: »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.
Some people have completed vMA 1000+ times and still don't have a sharpened vMA staff.
Other people got one on their first clear.
Tell me more about how the player with 1000+ clears hasn't done enough to "deserve" the drop.
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.
MLGProPlayer wrote: »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.
The current odds of getting the vMA weapon you want are something like 1/100.
A system that requires you to collect 100 tokens for a vMA weapon is preferential to relying on 1/100 odds any day. It guarantees you will get the drop after 100 completions (assuming one token is granted per completion, which would be reasonable and logical). RNG doesn't guarantee anything. There are players with over 1000 vMA completions under their belt and still no sharpened inferno staff.
The problem with this system is that people that DO have skill can run the content for months and make NO PROGRESS.
@Phinix1 they do progress, it's just slow. They would do no progress if they already got everything. I'm telling you to stop tantrums because of your style of writing. All that caps lock and whining.
@Phinix1 they do progress, it's just slow. They would do no progress if they already got everything. I'm telling you to stop tantrums because of your style of writing. All that caps lock and whining.
This is where you are wrong. RNG with no time cap means someone could run the content until the servers shut down and NEVER get the item they were after, meaning they could NEVER progress.
If you don't get it I'm sorry but I can't help you, and I don't really care to continue trying. Also if you ASSUME that everyone who disagrees with you or uses caps or bolds for highlighting key points is "whining" I am not sure why anyone would.
@Artis you sound like a person who maybe got lucky on a roll and now likes telling others to "stop throwing tantrums" when they disagree with your views. You might as well tell people "git gud," which is funny because getting lucky on a random drop requires NO SKILL and has NOTHING to do with how "gud" one is.
The problem with this system is that people that DO have skill can run the content for months and make NO PROGRESS. That is a terrible design no matter how you spin it.
WHY should RNG or guarantee anything? Why should anything be guaranteed at all?
Get good is not related to weapons, it was already mentioned many times here, that skill etc is more important than vma weapons, so not sure why you bring it up.
MLGProPlayer wrote: »WHY should RNG or guarantee anything? Why should anything be guaranteed at all?
For a game to be competitive, everyone needs to have access to the same gear.Get good is not related to weapons, it was already mentioned many times here, that skill etc is more important than vma weapons, so not sure why you bring it up.
Let's assume the following scenario:
- Player A and player B are equally skilled
- Player A has a sharpened vMA staff
- Player B does not have a sharpened vMA staff
- Player A will ALWAYS do more damage than player B
- Player A will score higher on leader boards and perform better in PvP encounters
Yes, rng can suck but I loathe grinding for tokens. At least I can see and admire the reward my fellow group mates get, even if I get nothing. Tokens are unimaginative and take all the surprise out of farming for drops/upgrades. For the love of the gods, give me a good old fashioned loot table.
@Artis you sound like a person who maybe got lucky on a roll and now likes telling others to "stop throwing tantrums" when they disagree with your views. You might as well tell people "git gud," which is funny because getting lucky on a random drop requires NO SKILL and has NOTHING to do with how "gud" one is.
The problem with this system is that people that DO have skill can run the content for months and make NO PROGRESS. That is a terrible design no matter how you spin it.
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
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.