Gandrhulf_Harbard wrote: »wholt200ub17_ESO 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.
Giles.floydub17_ESO wrote: »Gandrhulf_Harbard wrote: »wholt200ub17_ESO 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 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.