Al_Ex_Andre wrote: »yeah, but the chance is so slim then, then it could be considered broken, in a different meaning. But to each its own, I won't do this mess anymore.The lead is likely not broken. I've done hundreds of runs of the leads I need over the past few months with no luck, but lootlog shows them frequently dropping for other players in the runs (especially dungeon leads). At least LL helps confirm it's not broken but it is annoying and boring to run the same five dungeons almost a thousand times and still not have even the second copy of a lead....
Al_Ex_Andre wrote: »yeah, but the chance is so slim then, then it could be considered broken, in a different meaning. But to each its own, I won't do this mess anymore.The lead is likely not broken. I've done hundreds of runs of the leads I need over the past few months with no luck, but lootlog shows them frequently dropping for other players in the runs (especially dungeon leads). At least LL helps confirm it's not broken but it is annoying and boring to run the same five dungeons almost a thousand times and still not have even the second copy of a lead....
The problem is we've had several threads about the abysmal droprate of leads and asking if it's bugged and zos has said "we will go check it" and come back shortly after saying it's working as intended. That is the problem, they do not currently see a problem with the current droprates in the system despite us as players trying to get them to see it is a problem, hence this thread and others.
We also know from the earlier threads if you come to them with the accusation it is bugged, they will check for bugs and if it is not they will say "there is no problem here." That is why lead discourse has changed to how it's disrespecting players time/effort, has no sense of reliable progression like every other system in game does, etc, because at the heart of it that is the problem with leads and the things we need them to address/fix. That is why I advise not continuing to spin our wheels talking about bugs and go straight to where the problem lies, because I think that's the only hope we have for seeing it change.
For some added context: By the time I had farmed the 3 relics, and the 3 dungeons in the Night Market I had 3 out of 3 on all codex entries for those antiquities.
In the same amount of time, I've run BC2 and the 1st secret boss in GD well over a dozen times and have not had the 3rd iteration of their leads drop.


I'll be adding this to my OP.
One of, if not our biggest, gripes with leads are the ones from Treasure Maps. ZOS recently changed the maps to not only stack, but also to come a container containing a random map. This has caused this problem:
TTC Listing for Telvanni Treasure Maps in their entirety:
TTC Listing for Unopened Treasure Map:
That's a problem.
I'll be adding this to my OP.
One of, if not our biggest, gripes with leads are the ones from Treasure Maps. ZOS recently changed the maps to not only stack, but also to come a container containing a random map. This has caused this problem:
TTC Listing for Telvanni Treasure Maps in their entirety:
TTC Listing for Unopened Treasure Map:
That's a problem.
“Is ESO update 49 addressing treasure map issues?”
A player asked me.
No. Not at all.
It might actually make the latest DLC maps worse because stacking maps will make hoarding them easier (waiting for rng-boost events), thereby increasing their absurd price.
It's even worse with Solstice Maps, of course. "Cheap" price is ~50k.
Leads are so super frustrating, bc you are at the mercy of the rng, no matter what you do, you can't effect the outcome and I loathe gambling. Sure, its fine we need to farm the leads, but they shouldn't be our day job!
It is absolute grabage, to farm Galen dailies for weeks, getting hundreds of coffers and not a lead to the darn furniture that I need to do 3 HECKING TIMES to be able to buy it to my other houses. I regret sooo much buying 6 months eso+ (learned my lesson, not gonna happen again). there is no respect for our time.
Leads are so super frustrating, bc you are at the mercy of the rng, no matter what you do, you can't effect the outcome and I loathe gambling. Sure, its fine we need to farm the leads, but they shouldn't be our day job!
It is absolute grabage, to farm Galen dailies for weeks, getting hundreds of coffers and not a lead to the darn furniture that I need to do 3 HECKING TIMES to be able to buy it to my other houses. I regret sooo much buying 6 months eso+ (learned my lesson, not gonna happen again). there is no respect for our time.
That's what I hate about the rng for leads. As I've said before, most of the time I think about quitting this game, it's because I've invested tons of time into trying to get a lead, and it just won't drop.
In an MMO, it's important that reward match the time invested, and this is one area where it doesn't. Not by a long shot. It starts to feel like the dev teams hates its players. They need to do at least one of three follwing three things:
1. A pity system
2. Increased RNG for leads (and remove double RNG cases)
3. More leads vendors that take more currencies. Right now, only those who like the IA or PvP in IC have an easy mode to get leads. The rest of us deserve one too.
fall0athboy wrote: »
The pity system would work as follows.
Each source of a lead will have a threshold, we'll call it y. For the purposes of this, Cradle of Shadows' threshold is 20. For each run of Cradle of Shadows, we increment a counter by one each time we do not get the lead. When our counter reaches 20, it resets. The drop rate will then become 2 / 20, and the cycle begins again until we get the lead. For the sake of this, we should probably make it lower, because 20 is roughly where people are getting leads at anyways.
fall0athboy wrote: »
The pity system would work as follows.
Each source of a lead will have a threshold, we'll call it y. For the purposes of this, Cradle of Shadows' threshold is 20. For each run of Cradle of Shadows, we increment a counter by one each time we do not get the lead. When our counter reaches 20, it resets. The drop rate will then become 2 / 20, and the cycle begins again until we get the lead. For the sake of this, we should probably make it lower, because 20 is roughly where people are getting leads at anyways.
I think the "pity rate" should depend on where the lead is sourced. You have to spend a lot of time for a chance at some dungeon leads. Other leads, not so much. Harvesting leads (leads you get from a resource node) can be very time consuming if they're not dropping, so perhaps a node count would be good there.
I doubt very much they'll implement a pity system because it would require tracking a ton of data for each account. So while I suggested it, I did so more for completeness. Instead, I'd like to see drop rates increased significantly where it makes sense. Bosses in dungeons, for example, where you might have to spend 20-30 minutes (not counting queue time) just for a chance at the lead.
And I'd really, really like to see #3. Two vendors that take specific currencies and only offer 2 leads a week just isn't enough. There should be vendors that take other currencies, and for the love of Azura, have them offer 10-20 leads a week, please, so we don't have to wait more than a year for a lead to come around.