With the all the extra time yesterday nd today I was able to write down some of my thoughts on random loot drops combined with the Bind-On-Pickup mechanic in ESO. I’ve kept the statistics details light to try and not distract from the main issue but if you think there are errors in my analysis let me know.
The Short Story...
A rare random loot drop mechanic combined with Bind-on-Pickup in a large population results in a few people needing 100s (or 1000s) of more runs to obtain one item.
The Problem
Random loot drops have been a common staple in RPGs for a long time. You kill a monster and it has some chance to drop certain items. Mundane items are common while while more powerful things are more rare. In an MMO setting this random loot drop is generally a good thing when combined with a no-bind or Bind-On-Equip mechanic. You might only have a 0.001% chance to loot a “Breastplate of Excellence” on a monster kill but there are thousand of other players in the world who might have found one and can sell it to you. This makes for a healthy and useful world economy.
When random loot drop is combined with a Bind-On-Pickup mechanic, however, it makes a significant change to how easily some people are able to acquire gear. As a specific example let’s look at Monster Helm drops from Veteran Dungeons. According to a few statistics I’ve seen Monster helms have a 5-10% chance to drop per run. The random drop nature means that a few people will get one their first time, half the people with have one after 10-20 runs, most people will have one after 20-50 runs, but some won’t see any for 100 runs or more.
If we assume a population of 100,000 people doing veteran dungeon runs (an arbitrary number) then we can expect to find a few people with no Monster Helm after 100 runs with a 10% drop rate, and 200 runs with a 5% drop rate. I’m not sure what justification can be made to explain why most people can get a helm in 20 runs while a few need 100 runs or more.
Of course, it gets even worse when you consider that many of the traits the helms drop with are considered “undesirable” and you probably want a specific armor type as well. If we want to get a helm with a specific armor type with a infused or divines trait that reduces the per-run drop chance to 0.4-0.8%. If we look at a population of 100,000 we can expect some people needing an amazing 1000-2500 runs to get their “desired” helmet. Good luck with that whoever you are.
Is It a Problem?
So is this really a problem, or at least a big enough one to worry about? You could say that things like Monster Helms are meant to be rare and a challenge for people to get. The counter to that is you can make things rare/challenging without resorting to a rare random drop and Bind-on-Pickup mechanic. Also, having items drop that the people cannot or would never use (Well-Fitted trait for example) is not at all "rewarding".
You could say that powerful items like Monster Helms or Master Weapons are only meant as a reward for the capable few able to spend the time farming a specific dungeon or trial. However, you can easily use a mechanic like trophies in the Imperial City DLC to achieve a similar end and not have a random disparity in the time taken to get them. Or, more importantly, have the player’s skill and time invested be more important than the roll of a dice.
Or you could also point out that it doesn’t change the fact that everyone still has a 5-10% chance per run for a Monster Helmet and most people will get one after 20-50 runs. Only a few people will need 50-100 runs and even fewer need 100-200 runs. Of course, this doesn’t help the few poor souls who do need 100s of runs to get a helm to finally drop. I can’t think of any good explanation or justification of why most people need only a few dozen hours of time invested but some will need 100s or 1000s of hours to get one piece of gear.
Looking at What Works Better
The Telvar system introduced with the Imperial City DLC is a nice example of a simple mechanic that removes most of the issue of random disparity between players and rewards players for both their skill and time invested.
Consider two players. The first player is a “casual” player with not much time available to play and not much skill or good equipment. They can slowly acquire Telvar stones with groups and quests. The second player is an “end-game” player and can acquire Telvar stones much quicker through solo, group, and PVP play. Both players are able to acquire stones and purchase desired gear, gear that they actually want and will use, albeit at different rates, but rates dictated by the player’s skill and time invested and not a random roll of the dice.
The only issue I have with the Telvar stones mechanic is that it didn’t go far enough. It could have included all other IC sets (at a higher price) and the stones could be tradeable to open up the market for them
Another good mechanic are the Imperial City trophies. The rate at which you acquire trophies is mostly related to your skill and time invested and both the trophies and the rewarded items are Bind-on-Equip which is good for the economy. It could be improved, however, by removing a lot of the useless reward items or permitting trait changes.
Possible Fixes
Assuming we want to improve the drop system from the rare random drop with Bind-on-Pickup there are a few potential options:
- Bind-On-Equip -- Simply making the items bind on equip instead of on pickup would solve most issues. Rare items would then be available on the market and you have the choice of grinding dungeons to loot them or grinding gold to buy them. A healthy economy makes for a healthy game.
- Currency System -- We already have several currency systems (Alliance Points, Telvar Stones, IC trophies, crafting, gold) which seem to work pretty well for exactly this purpose. You can even get the best of both worlds by having some items as a random drop and purchasable.
- Increased Drop Rate -- Increasing the drop rate of Bind-On-Pickup items could help solve much of the disparity between the times it takes some people to find an item. For example, with a 50% drop rate we would expect everyone in a 100,000 population to get at least one item after 20 runs.
- Trait Change-- Letting people modify the traits of existing items would help ease the pain of finding a random item drop with a desirable trait. Such a mechanic could include a gold sink and/or a rare item (unbound of course).
You could well combine several of the above solutions for different desired effects. For example, you could make the Monster Helms Bind-On-Equip which would open the market up for them but keep Master Weapons Bind-On-Pickup and increase their drop rate.
Conclusion
The more I think about it the less I like the mechanic of rare random drops that are Bind-On-Pickup. The effect it tries to achieve (rare, powerful equipment that requires skill to get) can be better accomplished through other mechanics that have the player’s skill and time invested be more important than the roll of a dice.
Thoughts and discussion on this are welcome….I should mention that this has nothing at all to do with me not yet looting a Monster Helm I can actually use.