Tommy_The_Gun wrote: »some time ago I needed Draugr Hulk great sword and it took me ONLY 104 runs. No joke. Despite being able to often find chests, it took me way to long than it is necessary. Some kind of token system should be introduced.
Funny thing is that IC dungeons actually have something like that. You have trophy vaults that you can open with special currency (key stones). Also thos "key stones" are tradeable so you could technically "buy" dungeon gear with gold. Other, simpler way would be to simply make all gear in eso tradeable.
That is the difference between a guaranteed drop and a drop that is not guaranteed.
It seems obvious to me that the ESO designers wanted a system where the drops in question were not guaranteed. Instead, roughly half the people would eventually get it in the first "X" attempt while the other half would not. Thus, some number of people attempting would never get the drop. That is RNG.
The token systems tend to be guarantee, in so far as the currency used to buy them does not drop randomly and cannot be shared.
That is a fundamental entitlement issue. Is the player entitled to that drop, and thus the drop should be guaranteed?
Generally, drop chances are a very interesting topic imo. Has it ever actually been confirmed that item drops are statistically independent events? And do all weapon and armour types share the same drop chances? Intuitively, this should be the case, but some players are convinced that there dark and mysterious forces at play when it comes to item drops. I once got five 1hs drops in a row from vma (including reward mails), that totally freaked me out. ^^
No one really knows how the RNG works in this game. They love the concept, and people can sometimes spend an inordinate amount of time fiddling with things they love. At this point, the RNG could be weighted by a number of different criteria. They may even have a trivial task to change it that can be done at any time, or even managed by some automated tool that monitors actual vs planned drops.
Personally, I think it is "random" in name only.
Nastassiya wrote: »The main reason I take issue with the grind is that dungeon, trial, and arena gear is the only gear that is gated in this way. Overland gear and PvP gear can be purchased from coffers using tokens.
Why is group content gear gated this way?
To keep the world populated by requiring you to log on and do stuff. The longer you play means more money for the ZOS. I'm an ESO plus player. I've spent more crowns that I want to add up. If this world wasn't populated by players, even free 2 play players, I wouldn't be here. A lot of people wouldn't want to log into an empty world. This mmo would die.
You don't need a staff on day 1, nor a kilt, or to insta class change. The game needs people running around collecting lore books, shards, leads, and dungeons. That keeps the world alive and people logging on to play so ZOS can make money and keep developing this world.
Maybe just do the content with friends and trade gear drops?
If you watched the video, you'd know that that argument doesn't cut it.
You have friends that spend hours just to get you the item without any benefit for themselves? Great for you. That doesn't apply to everyone else, which is why on both EU and NA, queuing for Arx gets you into groups that are pretty much guaranteed to include farmers that want the same item as you do. A system that requires you to have other people spend time for you is a bad one. And you're still not guaranteed to get it in a reasonable amount of time, even with 4 people. Keep in mind that usually, everyone in a farming group looks for the same item, so strictly speaking, you'd just have to beat the chance 4 times.
You also didn't watch the video, because I talk about exactly that in there as well.
If one game forces you to spend a lot of time without any reward
I love it when people throw the "it populates the world" when these are meant for dungeons (already populated through the group finder) and "you shouldn't get this day one" when no one is saying that they should get it on day one.
But see, my time is valuable. I don't have time to run around doing that stuff; forced grind doesn't work on me. I waited 2 weeks for the kilt lead and got it on my first node. I have insanely good luck typically. I will not grind for gear or leads or anything else, it literally ruins my enjoyment of the game.
zelaminator wrote: »If one game forces you to spend a lot of time without any reward
The game forced you to do absolutely nothing.. You, yourself, have chosen to grind for a staff that is not NEEDED, and it also gave you plenty of rewards.. You've gotten gold, gear and experience to match the time you'veput into it
Maybe just do the content with friends and trade gear drops?
If you watched the video, you'd know that that argument doesn't cut it.
You have friends that spend hours just to get you the item without any benefit for themselves? Great for you. That doesn't apply to everyone else, which is why on both EU and NA, queuing for Arx gets you into groups that are pretty much guaranteed to include farmers that want the same item as you do. A system that requires you to have other people spend time for you is a bad one. And you're still not guaranteed to get it in a reasonable amount of time, even with 4 people. Keep in mind that usually, everyone in a farming group looks for the same item, so strictly speaking, you'd just have to beat the chance 4 times.
You also didn't watch the video, because I talk about exactly that in there as well.
I am at work. I can sneak in these texts but I can’t stop and watch YouTube videos.
I kind of get that people may not have a friends list for this stuff. But if you are just a solo player do people really need bis gear then? Is a craftable that gets a player close good enough for nearly all solo play?
The only players I see really impacted by this are solo pvp players. But have you considered that forming groups to get the harder/rarer gear is part of the design of the gears rarity?
Maybe having an easier time to get gear by trading is a subtle reward for “organized” play.
Nastassiya wrote: »I love it when people throw the "it populates the world" when these are meant for dungeons (already populated through the group finder) and "you shouldn't get this day one" when no one is saying that they should get it on day one.
Yes, and that's the purpose of the random dungeon finder, to keep that system populated and reward people with exp, to queue with it. And yes, people are basically saying they want it a lot quicker than 70 runs. No one here said "I want to run it 50 times!But see, my time is valuable. I don't have time to run around doing that stuff; forced grind doesn't work on me. I waited 2 weeks for the kilt lead and got it on my first node. I have insanely good luck typically. I will not grind for gear or leads or anything else, it literally ruins my enjoyment of the game.
Like this person above just wrote out. They pretty much want instant gratification. "I will not grind for gear"
I don't want instant gratification.
I just want certainty that at some point, there will be gratification. So I could work at it a little bit per day for example. It could take a month with 2 runs per day, I don't care.
Your argument here includes several assumptions.
First, because you think the rewards for the time invested are adequate, that doesn't mean that other people do the same. People that desire a particular item usually don't care about the experience, gold or any other item than the one they want.
Second, you're implying that just because you think that these items aren't needed or desirable, there is no problem to solve.
There are people in this game who take fun out of theorycrafting and testing. People who make build guides need to farm these items so they can test different options.
For them, this is a problem that very much needs fixing.
And again: in what way does it hurt you? I just don't know how you can be against something that doesn't hurt anyone.
Your argumentation seems pretty selfish to me.
None of us are wanting instant gratification and I just find it hilarious that people think token systems are somehow going to be a "day one" thing. I don't want it day one and it's bold of them to assume that from my statements when none have indicated as such.
Be that as it may though, it'd be nice if they either implemented a token system or started putting weapons and gear that wasn't jewelry or Monster Sets onto the Golden vendor. I'd take either at this point.
zelaminator wrote: »Your argument here includes several assumptions.
First, because you think the rewards for the time invested are adequate, that doesn't mean that other people do the same. People that desire a particular item usually don't care about the experience, gold or any other item than the one they want.
Second, you're implying that just because you think that these items aren't needed or desirable, there is no problem to solve.
There are people in this game who take fun out of theorycrafting and testing. People who make build guides need to farm these items so they can test different options.
For them, this is a problem that very much needs fixing.
And again: in what way does it hurt you? I just don't know how you can be against something that doesn't hurt anyone.
Your argumentation seems pretty selfish to me.
You call my words, assumptions? I call yours lies then, if we play that game.. Don't confuse my opinion with assumptions.. I think the rewards are adequate for what you do, even though you might be unhappy.. And yes, I say that the item is not needed, because it is not needed.. It's desired by you, fine, but not needed.. What you do for fun, is up to you, it makes no difference to what I am saying.. What build guides feel the need to do, makes no difference either.. You CHOOSE what you want to do, no once forces you.. You're free to call me selfish, I don't care one bit.. I've got the right to express my opinion, just like everyone else.. And my opinion is that such a system that you clamor for, is not needed in this game
zelaminator wrote: »Your argument here includes several assumptions.
First, because you think the rewards for the time invested are adequate, that doesn't mean that other people do the same. People that desire a particular item usually don't care about the experience, gold or any other item than the one they want.
Second, you're implying that just because you think that these items aren't needed or desirable, there is no problem to solve.
There are people in this game who take fun out of theorycrafting and testing. People who make build guides need to farm these items so they can test different options.
For them, this is a problem that very much needs fixing.
And again: in what way does it hurt you? I just don't know how you can be against something that doesn't hurt anyone.
Your argumentation seems pretty selfish to me.
You call my words, assumptions? I call yours lies then, if we play that game.. Don't confuse my opinion with assumptions.. I think the rewards are adequate for what you do, even though you might be unhappy.. And yes, I say that the item is not needed, because it is not needed.. It's desired by you, fine, but not needed.. What you do for fun, is up to you, it makes no difference to what I am saying.. What build guides feel the need to do, makes no difference either.. You CHOOSE what you want to do, no once forces you.. You're free to call me selfish, I don't care one bit.. I've got the right to express my opinion, just like everyone else.. And my opinion is that such a system that you clamor for, is not needed in this game
You can voice your opinion as you want sure, but you can't expect everyone to agree with what you say
Again, you didn't answer the main question I asked: how would the token system hurt you?
If it doesn't hurt you (which I assume it doesnt), why do you feel the need to say that it isn't needed?
If it solves a problem for a part of the playerbase and doesn't impact you negatively, I don't understand how you can be against it.
CyberOnEso wrote: »The idea of using the undaunted keys to buy specific dungeon drops is frankly a stroke of genius. It encourages people to do all dungeons rather than just one specific dungeon over and over which promotes much more engaging gameplay.
Due to the nature of undaunted keys it also encourages players to beat the dungeons on the harder difficulties rather than just blasting through them at fast as possible on normal with 4 dd's. I think the nature of undaunted keys promotes a much more healthy system than encouraging players to blast through dungeons on normal for gear.
Since you can only get so many keys per day it encourages players to not get burned out due to grinding but rather introduces an incentive for regularly playing dungeons each day rather than burning out on them in a single session.
Since the introduction of the item set collection system, undaunted keys tend to the point of becoming useless since you can have every monster shoulder in your set collection. This would add a new much-needed use for them and encourage players who haven't done pledges in years to run them again. Which I think is great overall for the game. Pledges are a great system that encourages players to do every dungeon and in my opinion, should be encouraged as much as possible.
It would also introduce no additional server load/ storage requirement. It thematically fits and, in my opinion, would be a perfectly intuitive system.
@ZOS_RobGarrett Please consider it.
CyberOnEso wrote: »The idea of using the undaunted keys to buy specific dungeon drops is frankly a stroke of genius. It encourages people to do all dungeons rather than just one specific dungeon over and over which promotes much more engaging gameplay.
Due to the nature of undaunted keys it also encourages players to beat the dungeons on the harder difficulties rather than just blasting through them at fast as possible on normal with 4 dd's. I think the nature of undaunted keys promotes a much more healthy system than encouraging players to blast through dungeons on normal for gear.
Since you can only get so many keys per day it encourages players to not get burned out due to grinding but rather introduces an incentive for regularly playing dungeons each day rather than burning out on them in a single session.
Since the introduction of the item set collection system, undaunted keys tend to the point of becoming useless since you can have every monster shoulder in your set collection. This would add a new much-needed use for them and encourage players who haven't done pledges in years to run them again. Which I think is great overall for the game. Pledges are a great system that encourages players to do every dungeon and in my opinion, should be encouraged as much as possible.
It would also introduce no additional server load/ storage requirement. It thematically fits and, in my opinion, would be a perfectly intuitive system.
@ZOS_RobGarrett Please consider it.
zelaminator wrote: »Your argument here includes several assumptions.
First, because you think the rewards for the time invested are adequate, that doesn't mean that other people do the same. People that desire a particular item usually don't care about the experience, gold or any other item than the one they want.
Second, you're implying that just because you think that these items aren't needed or desirable, there is no problem to solve.
There are people in this game who take fun out of theorycrafting and testing. People who make build guides need to farm these items so they can test different options.
For them, this is a problem that very much needs fixing.
And again: in what way does it hurt you? I just don't know how you can be against something that doesn't hurt anyone.
Your argumentation seems pretty selfish to me.
You call my words, assumptions? I call yours lies then, if we play that game.. Don't confuse my opinion with assumptions.. I think the rewards are adequate for what you do, even though you might be unhappy.. And yes, I say that the item is not needed, because it is not needed.. It's desired by you, fine, but not needed.. What you do for fun, is up to you, it makes no difference to what I am saying.. What build guides feel the need to do, makes no difference either.. You CHOOSE what you want to do, no once forces you.. You're free to call me selfish, I don't care one bit.. I've got the right to express my opinion, just like everyone else.. And my opinion is that such a system that you clamor for, is not needed in this game
You can voice your opinion as you want sure, but you can't expect everyone to agree with what you say
Again, you didn't answer the main question I asked: how would the token system hurt you?
If it doesn't hurt you (and I assume it doesnt), why do you feel the need to say that it isn't needed?
If it solves a problem for a part of the playerbase and doesn't impact you negatively, I don't understand how you can be against it.
Nastassiya wrote: »The main reason I take issue with the grind is that dungeon, trial, and arena gear is the only gear that is gated in this way. Overland gear and PvP gear can be purchased from coffers using tokens.
Why is group content gear gated this way?
To keep the world populated by requiring you to log on and do stuff. The longer you play means more money for the ZOS. I'm an ESO plus player. I've spent more crowns that I want to add up. If this world wasn't populated by players, even free 2 play players, I wouldn't be here. A lot of people wouldn't want to log into an empty world. This mmo would die.
You don't need a staff on day 1, nor a kilt, or to insta class change. The game needs people running around collecting lore books, shards, leads, and dungeons. That keeps the world alive and people logging on to play so ZOS can make money and keep developing this world.
VampReworkFailed wrote: »Nastassiya wrote: »The main reason I take issue with the grind is that dungeon, trial, and arena gear is the only gear that is gated in this way. Overland gear and PvP gear can be purchased from coffers using tokens.
Why is group content gear gated this way?
To keep the world populated by requiring you to log on and do stuff. The longer you play means more money for the ZOS. I'm an ESO plus player. I've spent more crowns that I want to add up. If this world wasn't populated by players, even free 2 play players, I wouldn't be here. A lot of people wouldn't want to log into an empty world. This mmo would die.
You don't need a staff on day 1, nor a kilt, or to insta class change. The game needs people running around collecting lore books, shards, leads, and dungeons. That keeps the world alive and people logging on to play so ZOS can make money and keep developing this world.
Have you considered that more people would log on and play daily if they knew that they could for sure earn the item they've been farming for?
You know, more people are likely to do something if after X amount of tries they know they'll succeed.
It is objectively correct.
Nastassiya wrote: »This game does NOT need a token system. Some items should require grinding and not be easy to obtain.
EverQuest, I spent over 730 active play hours for 1 item for my Shadow Knight Epic.
A Medusa Staff is essentially an epic weapon for spell casters. It should not be easy to obtain and not everyone should be able to easily built out their character with their dream gear.
You do not make any argument that is valid here. Instead, you provide a selfish reason for why you think other people should invest as much time as you did.
I'm fairly certain you didnt watch the video, because what you did is whataboutism. If one game forces you to spend a lot of time without any reward, is it okay for others to do the same? I don't think it is. Just because Riot Games pours oil into the ocean, is it okay for Zenimax to do the same?
I'm also fairly certain because I explicitly say that its not meant to give items away for free. You still have to invest time, but you at least know that it would not be in vain.
Question 1: How would a token system hurt you?
Right, it wouldn't at all.
Question 2: What is bad about a system that guarantees you a reward if you work hard to get it compared to one that doesn't?
Right, nothing.
alberichtano wrote: »Tommy_The_Gun wrote: »some time ago I needed Draugr Hulk great sword and it took me ONLY 104 runs. No joke. Despite being able to often find chests, it took me way to long than it is necessary. Some kind of token system should be introduced.
Funny thing is that IC dungeons actually have something like that. You have trophy vaults that you can open with special currency (key stones). Also thos "key stones" are tradeable so you could technically "buy" dungeon gear with gold. Other, simpler way would be to simply make all gear in eso tradeable.
That is the difference between a guaranteed drop and a drop that is not guaranteed.
It seems obvious to me that the ESO designers wanted a system where the drops in question were not guaranteed. Instead, roughly half the people would eventually get it in the first "X" attempt while the other half would not. Thus, some number of people attempting would never get the drop. That is RNG.
The token systems tend to be guarantee, in so far as the currency used to buy them does not drop randomly and cannot be shared.
That is a fundamental entitlement issue. Is the player entitled to that drop, and thus the drop should be guaranteed?
Well... considering that there are raid-groups that DEMAND members to wear certain sets, it is very hard to argue that someone is not "entitled" to find a specific drop, seeing as that could lead to being essentially kicked from a group. Now I hope most raid-groups are not THAT obstinate, but considering the toxicity I have seen and heard, I really wouldn't be surprised. :-/
If there wasn't such a hard-drawn META-line, it would be less of an issue, I think.
Nastassiya wrote: »This game does NOT need a token system. Some items should require grinding and not be easy to obtain.
EverQuest, I spent over 730 active play hours for 1 item for my Shadow Knight Epic.
A Medusa Staff is essentially an epic weapon for spell casters. It should not be easy to obtain and not everyone should be able to easily built out their character with their dream gear.
rootkitronin wrote: »Nastassiya wrote: »This game does NOT need a token system. Some items should require grinding and not be easy to obtain.
EverQuest, I spent over 730 active play hours for 1 item for my Shadow Knight Epic.
A Medusa Staff is essentially an epic weapon for spell casters. It should not be easy to obtain and not everyone should be able to easily built out their character with their dream gear.
Except that a Medusa Staff isn't epic at all, or special in any way, it's just a normal dungeon set, and - if you're lucky - it is easy to obtain.
There's no skill or effort involved in getting the staff, it just involves mindless grinding and random draws. You can literally solo Arx on normal and farm it over and over - it's not difficult. But ultimately it's up to the luck of the draw if and when you get the item.
Players putting in 100's of hours into grinding and acting like they've paid the price and earned the item... except they didn't, they didn't earn anything, they didn't do anything special, or build up achievements towards some cumulative goal - they just got bad draws for hundred's of hours before they finally got lucky - that's it. All while other players waltz in and pick it up without ever thinking twice.
What I see is people who had bad luck for 100's of hours, and now want everyone else to go through the same terrible rolls they had for as long as they had - wearing their RNG like some artificial badge of honor. Sounds like a terrible philosophy for the game and gamers alike.