NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
just add a token system zos and remove that rng loot!!!
for example:
like now, from a daylie pledge u get 1 token with hm u get 2 tokens
for vmsa u get 5 tokens
and pvper can buy 1 token for like 100k AP
with tokens u can buy any vmsa weapon and monster sets with ur favorite trait ...
vmsa weapons for 100-150 tokens
and monster sets 50 token ...
or whatever its just a example ... but im tired of that rng and think many other people aswell!
with this sytem everyone would be happy pvp and pve player, because everyone can do whatever he/she wants and have a goal to get 1 time his/her perfect item ...
i believe its anyway useless to write this here and know many other threads still exist about that, but zos should really do something NOW!
NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Because the OP request to add a token system isn't a request to give 100% return on effort. Its a request to give a "token" that allows the player to buy certain goods in exchange for tokens.
As such, the OP should extend their request to be very specific, for example.....
OP should say something like.
-Please provide "X" item for every completion of VMSA.
Upon receiving "X" item these should offer us the chance to buy (list all specific loot with value based upon "X" and time-frame of listings with or without rotations)
-Please provide "Y" item for every kill of bosses in veteran dungeons.
Upon receiving "Y" item these should offer us the chance to buy (list all specific loot with value based upon "Y" and time-frame of listings with or without rotations)
The way I read the OP is:
-Please replace the RNG system with a mandatory grind for each encounter that no longer offers random loot. Personally, that is worse in my opinion. The request becomes a requirement to kill something or complete something 20, 50, 100, 200, 300 times in order to buy one item vs. playing content and getting drops 100% of the time.
What they are complaining about, they are seeming to request more of.....doesn't make sense so what happens is we all loose the functionality and options that I can use and test out which traits are the best or which weapons/armor types are the best in a guaranteed drop system today where the weapon or armor type is random but loot is always 100%.
I believe if not stated or if changing RNG to 0% loot drops with mandatory repeats of contents, there would be a huge outrage. Those complaining about RNG, only do so until they find the desired item and then they stop complaining. Today what we have is a lesser evil because token don't offer research, gold, trade.....its just an accumulation which then will be a request for more inventory slots.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Because the OP request to add a token system isn't a request to give 100% return on effort. Its a request to give a "token" that allows the player to buy certain goods in exchange for tokens.
As such, the OP should extend their request to be very specific, for example.....
OP should say something like.
-Please provide "X" item for every completion of VMSA.
Upon receiving "X" item these should offer us the chance to buy (list all specific loot with value based upon "X" and time-frame of listings with or without rotations)
-Please provide "Y" item for every kill of bosses in veteran dungeons.
Upon receiving "Y" item these should offer us the chance to buy (list all specific loot with value based upon "Y" and time-frame of listings with or without rotations)
The way I read the OP is:
-Please replace the RNG system with a mandatory grind for each encounter that no longer offers random loot. Personally, that is worse in my opinion. The request becomes a requirement to kill something or complete something 20, 50, 100, 200, 300 times in order to buy one item vs. playing content and getting drops 100% of the time.
What they are complaining about, they are seeming to request more of.....doesn't make sense so what happens is we all loose the functionality and options that I can use and test out which traits are the best or which weapons/armor types are the best in a guaranteed drop system today where the weapon or armor type is random but loot is always 100%.
I believe if not stated or if changing RNG to 0% loot drops with mandatory repeats of contents, there would be a huge outrage. Those complaining about RNG, only do so until they find the desired item and then they stop complaining. Today what we have is a lesser evil because token don't offer research, gold, trade.....its just an accumulation which then will be a request for more inventory slots.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Because the OP request to add a token system isn't a request to give 100% return on effort. Its a request to give a "token" that allows the player to buy certain goods in exchange for tokens.
As such, the OP should extend their request to be very specific, for example.....
OP should say something like.
-Please provide "X" item for every completion of VMSA.
Upon receiving "X" item these should offer us the chance to buy (list all specific loot with value based upon "X" and time-frame of listings with or without rotations)
-Please provide "Y" item for every kill of bosses in veteran dungeons.
Upon receiving "Y" item these should offer us the chance to buy (list all specific loot with value based upon "Y" and time-frame of listings with or without rotations)
The way I read the OP is:
-Please replace the RNG system with a mandatory grind for each encounter that no longer offers random loot. Personally, that is worse in my opinion. The request becomes a requirement to kill something or complete something 20, 50, 100, 200, 300 times in order to buy one item vs. playing content and getting drops 100% of the time.
What they are complaining about, they are seeming to request more of.....doesn't make sense so what happens is we all loose the functionality and options that I can use and test out which traits are the best or which weapons/armor types are the best in a guaranteed drop system today where the weapon or armor type is random but loot is always 100%.
I believe if not stated or if changing RNG to 0% loot drops with mandatory repeats of contents, there would be a huge outrage. Those complaining about RNG, only do so until they find the desired item and then they stop complaining. Today what we have is a lesser evil because token don't offer research, gold, trade.....its just an accumulation which then will be a request for more inventory slots.
@NewBlacksmurf
Here's what the OP asked for:
- A guaranteed, specific number of tokens for completing a certain bit of content - vMA, pledge etc.
- The ability to buy specific gear with your accumulated tokens
I didn't see the OP mention anything about removing the availability of random loot, either as content reward or as the random drops from killing enemies - my view on it would be that this random stuff remains, alongside the opportunity to complete the content a certain number of times to amass enough tokens to buy exactly what you want.
Now, I don't agree with the idea that different content should drop the same tokens - i.e. Pledges should drop 'Pledge Tokens' for monster shoulders and vMA should drop 'Maelstrom Tokens' for maelstrom weapons - and you should have the choice of turning in one of these tokens to receive a random drop (as it is currently) or save up a specific number of them to choose your reward.
So nothing random is being introduced - for those who don't want to save up tokens and would prefer to continue getting random rewards - the current system remains. For those who don't want to rely on RNG, they can rest assured in the knowledge that after doing X runs of the content, they are guaranteed to be able obtain the item that they are seeking.
just add a token system zos and remove that rng loot!!!
..........................
or whatever its just a example ... but im tired of that rng and think many other people aswell!
.................
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Because the OP request to add a token system isn't a request to give 100% return on effort. Its a request to give a "token" that allows the player to buy certain goods in exchange for tokens.
As such, the OP should extend their request to be very specific, for example.....
OP should say something like.
-Please provide "X" item for every completion of VMSA.
Upon receiving "X" item these should offer us the chance to buy (list all specific loot with value based upon "X" and time-frame of listings with or without rotations)
-Please provide "Y" item for every kill of bosses in veteran dungeons.
Upon receiving "Y" item these should offer us the chance to buy (list all specific loot with value based upon "Y" and time-frame of listings with or without rotations)
The way I read the OP is:
-Please replace the RNG system with a mandatory grind for each encounter that no longer offers random loot. Personally, that is worse in my opinion. The request becomes a requirement to kill something or complete something 20, 50, 100, 200, 300 times in order to buy one item vs. playing content and getting drops 100% of the time.
What they are complaining about, they are seeming to request more of.....doesn't make sense so what happens is we all loose the functionality and options that I can use and test out which traits are the best or which weapons/armor types are the best in a guaranteed drop system today where the weapon or armor type is random but loot is always 100%.
I believe if not stated or if changing RNG to 0% loot drops with mandatory repeats of contents, there would be a huge outrage. Those complaining about RNG, only do so until they find the desired item and then they stop complaining. Today what we have is a lesser evil because token don't offer research, gold, trade.....its just an accumulation which then will be a request for more inventory slots.
I disagree with that notion, it doesnt need to be a 100% overhaul, if you have every played a game thats pure RNG, its terrible. Wows Legion is a good example of what RNG can do to a game. I for one hate the fact that I have no idea what I am getting, such as the farm for Spriggans, that took me 3 weeks and I ended up spending a *** ton of gold because this RNG crap is stupid, especially for PvP. Tokens doesnt mean you kill 1,000,000 boars to get the gear you need/want. It means that I can work and progress through harder content content, multiple times and gain something meaningful out of it. I agree they should NOT get rid of the entire RNG system but 100% gearing RNG is not fun for anyone. Whats better, run something 50 times to get 50 pieces of useless gear? or Run something 50 times, and get that 1-2 peices of gear that you KNOW is an upgrade?
If we really want to discuss it, they already have a token>gear system set up in the form of TV stones in IC. but guess what.... thats hidden behind RNG. So you know that you're getting a Black Rose, or Desert Rose (AP) set.... but not the head or leg or weapon, or trait..... Im sorry but if I am spending 1000+ TV stones or 50k AP I want to know what Im getting.
RNG is a lazy way to create replayable content for your subs
kevlarto_ESO wrote: »I think a barter system is so much better than an rng, with a token system you have a goal, I am more motivated to do the content, because I know if I save up enough tokens I can get something I want or may even need, with out training or prosperous, with the way things are now and my bad luck after playing hard just to get crap, my motivation goes right down the pooper, and the fun I had was soon sucked away by the crap I got for a reward, I do not expect to get something every run but after 10 or so runs and not getting anything of use, I am kind of done with it and move on. I get off that treadmill once it seems fruitless.
Playing a game with different intentions has nothing to do with a looting system and is a lazy rebuttal , they should keep the RNG system in place for crafters gold blah blah. I disagree with the OP in the removal of RNG gearing as we both are in accordance there.
But a token system gives something to work towards instead of gating the rest of your game behind RNG, there is no git gud scrub, play more, if you dont get a roll you dont get a roll, ran the area for spriggan, and for almost a week I got the same rings and armor pieces with prosperous and training, from the same set..... All of that just for pvp, and to be quite frank, pve can keep it, give Cyrodil and IC a good token system, for crafting, motifs and gear (No bags with additional RNG). What wide purpose does a RNG gearing system provide? Crafting? You'd get that regardless, that "I got an upgrade!" moment? You can get the same satisfaction from a token system. Replayability? Tokens would do nothing to the replayability of content, especially if you play the game differently than I.
NewBlacksmurf wrote: »
Playing a game with different intentions has nothing to do with a looting system and is a lazy rebuttal , they should keep the RNG system in place for crafters gold blah blah. I disagree with the OP in the removal of RNG gearing as we both are in accordance there.
But a token system gives something to work towards instead of gating the rest of your game behind RNG, there is no git gud scrub, play more, if you dont get a roll you dont get a roll, ran the area for spriggan, and for almost a week I got the same rings and armor pieces with prosperous and training, from the same set..... All of that just for pvp, and to be quite frank, pve can keep it, give Cyrodil and IC a good token system, for crafting, motifs and gear (No bags with additional RNG). What wide purpose does a RNG gearing system provide? Crafting? You'd get that regardless, that "I got an upgrade!" moment? You can get the same satisfaction from a token system. Replayability? Tokens would do nothing to the replayability of content, especially if you play the game differently than I.
I think what occurring is you and I are looking for similar items but our ideas on how better to achieve this differs.
NewBlacksmurf wrote: »
Playing a game with different intentions has nothing to do with a looting system and is a lazy rebuttal , they should keep the RNG system in place for crafters gold blah blah. I disagree with the OP in the removal of RNG gearing as we both are in accordance there.
But a token system gives something to work towards instead of gating the rest of your game behind RNG, there is no git gud scrub, play more, if you dont get a roll you dont get a roll, ran the area for spriggan, and for almost a week I got the same rings and armor pieces with prosperous and training, from the same set..... All of that just for pvp, and to be quite frank, pve can keep it, give Cyrodil and IC a good token system, for crafting, motifs and gear (No bags with additional RNG). What wide purpose does a RNG gearing system provide? Crafting? You'd get that regardless, that "I got an upgrade!" moment? You can get the same satisfaction from a token system. Replayability? Tokens would do nothing to the replayability of content, especially if you play the game differently than I.
I think what occurring is you and I are looking for similar items but our ideas on how better to achieve this differs.
Could be, I just hate seeing this game ruining its potential in my eyes, and putting a random system to keep people playing
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
Playing a game with different intentions has nothing to do with a looting system and is a lazy rebuttal , they should keep the RNG system in place for crafters gold blah blah. I disagree with the OP in the removal of RNG gearing as we both are in accordance there.
But a token system gives something to work towards instead of gating the rest of your game behind RNG, there is no git gud scrub, play more, if you dont get a roll you dont get a roll, ran the area for spriggan, and for almost a week I got the same rings and armor pieces with prosperous and training, from the same set..... All of that just for pvp, and to be quite frank, pve can keep it, give Cyrodil and IC a good token system, for crafting, motifs and gear (No bags with additional RNG). What wide purpose does a RNG gearing system provide? Crafting? You'd get that regardless, that "I got an upgrade!" moment? You can get the same satisfaction from a token system. Replayability? Tokens would do nothing to the replayability of content, especially if you play the game differently than I.
I think what occurring is you and I are looking for similar items but our ideas on how better to achieve this differs.
Could be, I just hate seeing this game ruining its potential in my eyes, and putting a random system to keep people playing
Its not lazy, its a design that you don't like or that you disagree with only because of your experiences. I can't agree that the games potential is being ruined...
In response to your question about what RNG does provide.
-research traits
-mats
-sets to compare the 2,3,4 or 5 set bonus regardless of trait and gear type
I've played a few games with tokens systems and .....one reason I'm here is because I personally feel a token system is poor and contributes to creating grinds and the absence of content frequency due to waiting on people to grind.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »
Playing a game with different intentions has nothing to do with a looting system and is a lazy rebuttal , they should keep the RNG system in place for crafters gold blah blah. I disagree with the OP in the removal of RNG gearing as we both are in accordance there.
But a token system gives something to work towards instead of gating the rest of your game behind RNG, there is no git gud scrub, play more, if you dont get a roll you dont get a roll, ran the area for spriggan, and for almost a week I got the same rings and armor pieces with prosperous and training, from the same set..... All of that just for pvp, and to be quite frank, pve can keep it, give Cyrodil and IC a good token system, for crafting, motifs and gear (No bags with additional RNG). What wide purpose does a RNG gearing system provide? Crafting? You'd get that regardless, that "I got an upgrade!" moment? You can get the same satisfaction from a token system. Replayability? Tokens would do nothing to the replayability of content, especially if you play the game differently than I.
I think what occurring is you and I are looking for similar items but our ideas on how better to achieve this differs.
Could be, I just hate seeing this game ruining its potential in my eyes, and putting a random system to keep people playing
Its not lazy, its a design that you don't like or that you disagree with only because of your experiences. I can't agree that the games potential is being ruined...
In response to your question about what RNG does provide.
-research traits
-mats
-sets to compare the 2,3,4 or 5 set bonus regardless of trait and gear type
I've played a few games with tokens systems and .....one reason I'm here is because I personally feel a token system is poor and contributes to creating grinds and the absence of content frequency due to waiting on people to grind.
Ive answered the reseach traits mats, etc those come just by questing, and trading out gear, what is interesting is the comparing sets..... There are plenty of resources that allow you to do that out side of game, Im surprised they havent introduced an in-game addon yet, its still not a defense for RNG vs token but hey different strokes for different folks on that one.
We also have differing views on the "grind" in the game. Where as I see forcing me to run content over and over again ( Im at 100 vMA runs and no sharpened swords yet) and getting the same gear/worthless gear/traits, as a grind vs a token system gives me some control over what I get, now they need to be appropriately priced and the drop rates/amounts need to be fair and consistent to prevent a grind thats already in game with the pure RNG loot system. Where as you see a token system adds a grind, because you have to save up the tokens to get 1 peice of gear, vs the chance for it to drop, and the added benefits in professions. I got it and get it. I am with you RNG shouldnt be gotten rid of like OP suggested
A token system wouldn't affect the RNG system at all, tokens shouldnt drop from all content but should be implemented even if just on the pvp side. We can agree to disagree on that, and I do respect that, being a pure RNG or pure Token system is pure cancer, there should, and I would go as far to say needs to be a hybrid system in place
NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel var system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Token systems can very easily be based off RNG.
100 possible outcomes with a weapon drop would bring about having to clear the content 100 times before getting enough tokens to get the weapon you want. They could even make it higher for grins and giggles.
It's logical. @NewBlacksmurf understands.
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel car system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
Token systems can very easily be based off RNG.
100 possible outcomes with a weapon drop would bring about having to clear the content 100 times before getting enough tokens to get the weapon you want. They could even make it higher for grins and giggles.
It's logical. @NewBlacksmurf understands.
NewBlacksmurf wrote: »Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel var system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Token systems can very easily be based off RNG.
100 possible outcomes with a weapon drop would bring about having to clear the content 100 times before getting enough tokens to get the weapon you want. They could even make it higher for grins and giggles.
It's logical. @NewBlacksmurf understands.
These types of ideas just really need a lot of detail and thorough answers for what/if's.
Here is an example of very well thought out ideas which after discussions and feedback were adjusted. Not that this is the best, but its what I'm trying to convey - https://forums.elderscrollsonline.com/en/discussion/171334/gidoricks-concept-repository
NewBlacksmurf wrote: »Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel var system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
@NewBlacksmurf
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
@Panth141
Token systems can very easily be based off RNG.
100 possible outcomes with a weapon drop would bring about having to clear the content 100 times before getting enough tokens to get the weapon you want. They could even make it higher for grins and giggles.
It's logical. @NewBlacksmurf understands.
@Panth141
These types of ideas just really need a lot of detail and thorough answers for what/if's.
Here is an example of very well thought out ideas which after discussions and feedback were adjusted. Not that this is the best, but its what I'm trying to convey - https://forums.elderscrollsonline.com/en/discussion/171334/gidoricks-concept-repository
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »Naah
Just play for Loot. Token systems are not what this game needs. Just ask for adjustment in whatever Loot tables you're working on. Understand that tokens are also based on RNG if ZOS were to add them so you'd end up with min requirements to run content x amount of times to obtain "tokens" just like the tel var system but excluded PvP from it all and it becomes something more than fun. It's 100% grinding which would really suck.
How can tokens be based on RNG if there is a specific minimum number of times that you need to do the content to save up enough tokens? Surely that's the opposite of random...
Token systems can very easily be based off RNG.
100 possible outcomes with a weapon drop would bring about having to clear the content 100 times before getting enough tokens to get the weapon you want. They could even make it higher for grins and giggles.
It's logical. understands.
These types of ideas just really need a lot of detail and thorough answers for what/if's.
Here is an example of very well thought out ideas which after discussions and feedback were adjusted. Not that this is the best, but its what I'm trying to convey - https://forums.elderscrollsonline.com/en/discussion/171334/gidoricks-concept-repository
That link goes to a thread that claims to be a repository of many concepts for changes to the game. This covers one narrow area. To suggest we should go to such depths for this narrow subject is absurd. No other way to put it.
Either a very poor example was used to illustrate your thoughts or something completely different.
Again [snip] put tokens into perspective. Very well.
NewBlacksmurf wrote: »The way I read the OP is:
-Please replace the RNG system with a mandatory grind for each encounter that no longer offers random loot. Personally, that is worse in my opinion