To start, RNG is neither high nor low, it simply IS. You may mean drop rates are low. I understand the complaint, but honestly a /facepalm is deserved if you think you should get a Kuta from only 5 writs, I went MONTHS doing writs before I saw Kuta from a writ. RNG is a little like getting hit by lightening. That's the nature of random chance. If players quite over this, are they really the kind of player who would stick around more than a few months anyway? It is frustrating to not get a drop for certain items, especially if a lot of grinding is done. On the other hand, how valuable would those sought after items be if they dropped left and right? One thing, there seem to be unlucky characters. Switch and try with an alt. I definitely have alts with better and worse drops.I am trying to be as objective about this as possible. That being said...
Ever since IC I feel the RNG has been so low and so much of a grind that the balance is just too far in the direction of "keep us farming and busy until the next update"
I think we are at a point in the game on consoles at least where you are going to lose even more player base if they can't EVER get a helm they want no matter how much they farm a dungeon. Or if you do 5 enchanting writs and never get a single KUTA. Or if you open 20 treasure maps for one piece of v16 gear and 19 v15's of the new sets. "even if they have treasure hunter champion passive on"
Ourorboros wrote: »To start, RNG is neither high nor low, it simply IS. You may mean drop rates are low. I understand the complaint, but honestly a /facepalm is deserved if you think you should get a Kuta from only 5 writs, I went MONTHS doing writs before I saw Kuta from a writ. RNG is a little like getting hit by lightening. That's the nature of random chance. If players quite over this, are they really the kind of player who would stick around more than a few months anyway? It is frustrating to not get a drop for certain items, especially if a lot of grinding is done. On the other hand, how valuable would those sought after items be if they dropped left and right? One thing, there seem to be unlucky characters. Switch and try with an alt. I definitely have alts with better and worse drops.I am trying to be as objective about this as possible. That being said...
Ever since IC I feel the RNG has been so low and so much of a grind that the balance is just too far in the direction of "keep us farming and busy until the next update"
I think we are at a point in the game on consoles at least where you are going to lose even more player base if they can't EVER get a helm they want no matter how much they farm a dungeon. Or if you do 5 enchanting writs and never get a single KUTA. Or if you open 20 treasure maps for one piece of v16 gear and 19 v15's of the new sets. "even if they have treasure hunter champion passive on"
10 fragments for ONE glass motif pattern is asinine. After over a month of doing daily writs I have my first pattern. I should be well on my way to set completion in that time, or at the very least have half the set. One item per month is unacceptable.
Also, the random traits on set drops in DLC's is probably the most unpopular thing ZOS has ever done. EVERYBODY hates it. That is a sign of a bad design decision.
To remedy this, I suggest ZOS allow 9-trait crafters to re-trait any gear. They could do it from their inventory, from the bank, or from a trade window.
Justice31st wrote: »And there goes the group dungeon population...
Justice31st wrote: »And there goes the group dungeon population...
Well in all honesty, if forcing people into a miserable RNG grind they HATE was the only thing dragging people into dungeons in the first place, the game was in a sorry state and poised to fail.
Clearly to save dungeon population requires better incentive, like a TOKEN SYSTEM which people have been nagging ZOS for over the past... YEAR? Yet to hear any response on that but just because twisting a kid's arm gets them to give their lunch money doesn't mean it is a practical long-term solution!
But that's another topic.
BalticBlues wrote: »I already gave up on helmets and veteran pledges.
I have many shoulders, but I've got ZERO helmets.
The RNG indeed has been killing the pledges fun for me.
I was there since May ´14. The rng introduced with IC together with loading screens killed it for me...Ourorboros wrote: »If players quite over this, are they really the kind of player who would stick around more than a few months anyway?
BalticBlues wrote: »I already gave up on helmets and veteran pledges.
I have many shoulders, but I've got ZERO helmets.
The RNG indeed has been killing the pledges fun for me.
This. I don´t even bother. RNG is not fun. I´ll glady do 20 pledges if i get to choose the shoulder i want (trait + armor type) aswell as 20x the same dungeon to get the helm i want (trait + armor type).
This games pve reward system is poorly thought out and if they´d let an intern reword the basics it would probably come out better than it is now.
The pvp reward system is even worse because there is nothing worthwile to be found in the first place.
It´s flatout terribly bad design in terms of itemisation/rewards.
tinythinker wrote: »Try going for the Master Angler title. RNG is a cruel tease. Until they adjust it for dungeon drops, though...
https://www.youtube.com/watch?v=sltSm5mUniw
Justice31st wrote: »Justice31st wrote: »And there goes the group dungeon population...
Well in all honesty, if forcing people into a miserable RNG grind they HATE was the only thing dragging people into dungeons in the first place, the game was in a sorry state and poised to fail.
Clearly to save dungeon population requires better incentive, like a TOKEN SYSTEM which people have been nagging ZOS for over the past... YEAR? Yet to hear any response on that but just because twisting a kid's arm gets them to give their lunch money doesn't mean it is a practical long-term solution!
But that's another topic.
I am all for it if they add a token system then.
Shadesofkin wrote: »5 tokens for completing a Bronze pledge, 10 tokens for completing a Silver pledge, 15 tokens for completing a Gold pledge.
The average player will earn 25 tokens per day assuming they only play a single character regularly.
200 tokens allows a player to purchase *either* a helmet or shoulder coffer of his choice, but weight and trait vary. Coffer includes soul gem and gold as well as a chance at a rare motif chapter.
There. Content continues to be played, players have access to whatever might be the new hotness each time the game is updated. Reward and Invested time get matched more evenly. World saved.
dimensional wrote: »RNG is a necessity given a finite amount of item rewards. I'm sure it could be tweaked to provide a more overall satisfying experience for a wider amount of players, however.
I guess my point is that there are enough sets and traits that it's not really necessary to have pittance drop rates.
dimensional wrote: »
I guess my point is that there are enough sets and traits that it's not really necessary to have pittance drop rates.
And nowhere in my post did I say that the drop rates needed to be terrible. In fact my immediately proceeding sentence says that I support it being tweaked. I simply claimed that RNG in and of itself is an inescapable aspect of RPG loot mechanics.