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The worse loot system in MMO history

  • idk
    idk
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    Grao wrote: »
    Faulgor wrote: »
    If people are quitting the game because they can't get the items they want, so be it. Games are meant to be enjoyable, it's not about having the best of everything, it's about having fun. Something much of the gaming community has forgotten in the past years.

    I have fun when my effort towards a desired goal is rewarded.

    RNG loot drops DO NOT do that.

    And in fact they do not in any way guarantee replayability, because I may - randomly - get exactly what I want on my first run through.

    With a "token" system if I know I need to do 10 runs to get X gear then that is ten guaranteed runs. If then I can upgrade X by completing another 20 runs that's more replayability.

    With RNG the tendency is to have the chance of me getting the loot I want so low that instead of guaranteeing replayability it guarantees frustration.

    I play MMORPGS to wash away frustration, not to add to it.

    All The Best

    The problem I have with token-based systems is that it's pretty much the definition of a themepark. You repeat the same thing over and over again until you have enough to put into the slot machine and get what you want. Afterwards the content is never re-run because you got everything you want and token-bought items are usually bind on pickup, so you can't even sell your surplus.
    RNG on the other hand is the mechanic of a sandbox. You can maximize your chance for loot in several ways that are not dictated by the game, such as grouping with friends, optimizing your build for a specific enemy, doing something else to earn the gold and buy what you need on the market, etc. pp. It's much more dynamic and immersive than an NPC-shaped slot machine.

    ESO's problem is that it combines RNG with bind on pickup, which is stupid.

    You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!

    ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.

    I couldn't agree more. They are to slow at nerfing grind spots since CP came out. They need to do more to control that so players have to actually play the game to gain CP.
  • Yukian
    Yukian
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    It could be interesting to change it so the character determines what you obtain. Such as, a Sorc will have a higher chance of magic oriented gear. A party full of sorcs will have a high chance magic oriented gear, a party with half nightblades and half sorc will have a 40% chance to get either and a 60% chance to get..... something else. Etc etc
    Edited by Yukian on May 20, 2015 6:04PM
    PSN- Caleo95
    Devout follower of Sithis
  • lathbury
    lathbury
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    Grao wrote: »
    Faulgor wrote: »
    If people are quitting the game because they can't get the items they want, so be it. Games are meant to be enjoyable, it's not about having the best of everything, it's about having fun. Something much of the gaming community has forgotten in the past years.

    I have fun when my effort towards a desired goal is rewarded.

    RNG loot drops DO NOT do that.

    And in fact they do not in any way guarantee replayability, because I may - randomly - get exactly what I want on my first run through.

    With a "token" system if I know I need to do 10 runs to get X gear then that is ten guaranteed runs. If then I can upgrade X by completing another 20 runs that's more replayability.

    With RNG the tendency is to have the chance of me getting the loot I want so low that instead of guaranteeing replayability it guarantees frustration.

    I play MMORPGS to wash away frustration, not to add to it.

    All The Best

    The problem I have with token-based systems is that it's pretty much the definition of a themepark. You repeat the same thing over and over again until you have enough to put into the slot machine and get what you want. Afterwards the content is never re-run because you got everything you want and token-bought items are usually bind on pickup, so you can't even sell your surplus.
    RNG on the other hand is the mechanic of a sandbox. You can maximize your chance for loot in several ways that are not dictated by the game, such as grouping with friends, optimizing your build for a specific enemy, doing something else to earn the gold and buy what you need on the market, etc. pp. It's much more dynamic and immersive than an NPC-shaped slot machine.

    ESO's problem is that it combines RNG with bind on pickup, which is stupid.

    You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!

    ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.

    I couldn't agree more. They are to slow at nerfing grind spots since CP came out. They need to do more to control that so players have to actually play the game to gain CP.

    you could agree more you basically said the opposite
    Edited by lathbury on May 20, 2015 9:44PM
  • lathbury
    lathbury
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    you could agree more you basically said the opposite of what he did.
  • Gandrhulf_Harbard
    Gandrhulf_Harbard
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    Faulgor wrote: »
    You can maximize your chance for loot in several ways that are not dictated by the game, such as grouping with friends, optimizing your build for a specific enemy, doing something else to earn the gold and buy what you need on the market, etc. pp. It's much more dynamic and immersive than an NPC-shaped slot machine.

    ESO's problem is that it combines RNG with bind on pickup, which is stupid.

    No, you maximize your potential by running the same content over and over and over and over again until you get what you want, then you never play it again.

    Being in a group, having a great build, etc has no effect on the Loot Table percentages of RNG.

    All The Best
    Those memories come back to haunt me, they haunt me like a curse.
    Is a dream a lie if it don't come true, or is it something worse.
  • Siliconhobbit_ESO
    Siliconhobbit_ESO
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    Sadly, I'm in agreement.

    Honestly, I tire of any PvE Dungeon/Raid/System that relies on RNG to provide me with gear. As such, if I have to 'grind' over and over again to have the smallest chance to get a piece of gear I would like to have, I generally STOP going after 1 or 2 trips through.

    With my game-play style, 1 to 2 trips through any instance or raid, is enough to see the content. If in any situation I have to go back through repeatedly, with a very small chance to get loot I can actually use, or loot that I just want to acquire in general, I quit going.

    I spent many many days farming Vanilla WoW raids. Not the 20 man raids...the full 40 man raids. Molten Core and Naxaramas. You all know them. I can count EASILY 200+ runs into Molten Core and I STILL never finished my Paladin Set. Sadly, World of Warcraft ruined raiding for me, ESPECIALLY if the loot system for the raid relies upon RNG.

    So...while I APPRECIATE the time and effort that the devs put into ESO raids, I abhor the RNG system for loot drops. Thank you for the content. It was nice to see once or twice. After that, the hard core raiders can enjoy the grind. I have much more enjoyable things I'd rather spend my time doing (enjoyable for ME, not necessarily anyone else...the view is subjective, I know).

    Sinister Swarm
    15 Years of Gaming Excellence
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