Avran_Sylt wrote: »So, recently started a thread about Rewards for completing vMA for the first time:
https://forums.elderscrollsonline.com/en-GB/discussion/325545/vma-first-time-completion-character-reward#latest
Which had a multitude of good observations and ideas, some that also referenced the idea of a token system for vMA.
First off, I'd like to discuss how the vMA weapon drops would be changed. They would no longer be dropped in the last chest of vMA. Rather, weapon lockboxes would be sold by the vMA Merchant, much like the Cyrodillic Lockbox Merchants.
These boxes would be something like:
Maelstrom Assassin Lockbox | 9 Tokens of Slaughter
Maelstrom Mage Lockbox | 18 Tokens of Slaughter
Maelstrom Warrior Lockbox | 18 Tokens of Slaughter
Maelstrom Cauterizer Lockbox | 18 Tokens of Slaughter
Maelstrom Berserker Lockbox | 9 Tokens of Slaughter (cost less? 3 wep types)
Maelstrom Ranger Lockbox | 18 Tokens of Slaughter
Assassin Lockbox : When opened, contains one dagger or axe with an undetermined trait.
Mage Lockbox : When opened, contains an inferno staff with an undetermined trait.
Warrior Lockbox : When opened contains a shield and sword with an undetermined trait.
Cauterizer Lockbox: When opened contains a restoration staff with an undetermined trait.
Berserker Lockbox : When opened contains a Two handed weapon (hammer,sword,axe) with an undetermined trait.
Ranger Lockbox : When opened contains a Bow with an undetermined trait.
All weapons are of blue quality.
Tokens of Slaughter would be awarded every round completed, two per round. if you complete a round without dying you gain an additional Token. Completing the arena flawlessly awards an additional 9 Tokens. (minimum of 18, maximum of 36)
The final chest will simply pull from the same loot table as the other chests.
The first time you complete vMA , I suggest you will be rewarded with either 18 Tokens of Slaughter, or a lockbox of your choice. This could be expanded upon to become a weekly completion reward, similar to Trial weekly rewards.
Thoughts? Ideas? Improvements?
Giles.floydub17_ESO wrote: »There is no incentive to clear it other than the first clear. One can get really good at the first arena and clean up.
Also, within finite amount of time everyone who wants a certain weapon will have it = there will be no rare meaningful gear to work towards/hope to get.
Tokens are good to use for catch-up gear needed to start new content without farming all old stuff, but it's entry level gear for that content, not BiS. BiS shouldn't be guaranteed. Then why not add it to the voucher vendor or cyro/furnishing weekly trader?
Honestly at this point literaly ANY other system would be better than what is in place right now. After 100 runs , i only received 4 destro staves ( which i keep in my bank as a reminder that they exist ) , 2 lightning powered and 2 ice 1 powered and infused
The thing that is in place now is not worth the effort , although for some reason i keep banging my head against the wall, i would prefer not to end of as one of my guildies , who did vma relentlessly untill he got his stuff , then quite the game for a year.
@Artis As for the incentive thing... how about not locking the best weapons in the game behind an RNG wall that doesn't reward you for learning mechanics , but for the fact that you turn the game in your second job. Of course BiS should be guaranteed , as far as i know , other MMOs do exactly that with their end game gear, SWTOR does , WoW i think does as well , not sure though since i stoped playing it when WOTLK ended , others as well.
You get your stuff , and focus on the next challenge, or some other aspect of the existing content , but wanting to block progression because some people feel that others need to go through the hell they did , doesn't really make any sense.
Honestly at this point literaly ANY other system would be better than what is in place right now. After 100 runs , i only received 4 destro staves ( which i keep in my bank as a reminder that they exist ) , 2 lightning powered and 2 ice 1 powered and infused
The thing that is in place now is not worth the effort , although for some reason i keep banging my head against the wall, i would prefer not to end of as one of my guildies , who did vma relentlessly untill he got his stuff , then quite the game for a year.
@Artis As for the incentive thing... how about not locking the best weapons in the game behind an RNG wall that doesn't reward you for learning mechanics , but for the fact that you turn the game in your second job. Of course BiS should be guaranteed , as far as i know , other MMOs do exactly that with their end game gear, SWTOR does , WoW i think does as well , not sure though since i stoped playing it when WOTLK ended , others as well.
You get your stuff , and focus on the next challenge, or some other aspect of the existing content , but wanting to block progression because some people feel that others need to go through the hell they did , doesn't really make any sense.
That's an interesting idea. However it might make several people angry if it were implemented. Perhaps though it could be implemented in the system defined above in a way where if you would normally have an %80 chance of opening weapon coffers, you could instead be able to exchange the appropriate amount of Tokens of slaughter for the enchantment. So, assuming you have a 7/8 chance of rolling something not precise (excluding training) and multiplying it by itself, it takes about to the power of 12 for it to reach 0.2, or a %20 chance of rolling a non precise trait.S1ipperyJim wrote: »Not a great solution. I prefer an enchantment shard reward system.
Avran_Sylt wrote: »The current system also is in finite time, as there exists a probability of obtaining a weapon. Are you implying that there should be cases where for some players there is no finite time to obtain gear? no matter what?
Avran_Sylt wrote: »I'm unsure of what you mean by your statement. BiS gear for this would be sharpened, infused(bow), or Precise(healing). to acquire a full gear piece of any would need 18 tokens. It would require a character to complete a round 9 times. This would in theory allow players unable to continue past the first stage a chance at obtaining the gear, however, it would require them to spend 9 days obtaining that many Tokens from one stage per day. and even then, it's a random chance of obtaining the desired trait you're looking for. So at minimum, it would take 9 days and completion of one round each day to get an enchantment set, which only has a probability of being the BiS item. Admittedly this is a much lower requirement than having a player complete the entire arena for a shot at a desired enchantment set with a trait.
This does raise the issue of a greater probability of the desired weapon, as you'll be able to specify what weapon you get but still get it in the same amount of time rather than having the enchantment be random as well. I'll update my post to reflect this. raising the price of specific weapon Lockboxes, and introducing a random weapon Lockbox.
Honestly at this point literaly ANY other system would be better than what is in place right now. After 100 runs , i only received 4 destro staves ( which i keep in my bank as a reminder that they exist ) , 2 lightning powered and 2 ice 1 powered and infused
The thing that is in place now is not worth the effort , although for some reason i keep banging my head against the wall, i would prefer not to end of as one of my guildies , who did vma relentlessly untill he got his stuff , then quite the game for a year.
@Artis As for the incentive thing... how about not locking the best weapons in the game behind an RNG wall that doesn't reward you for learning mechanics , but for the fact that you turn the game in your second job. Of course BiS should be guaranteed , as far as i know , other MMOs do exactly that with their end game gear, SWTOR does , WoW i think does as well , not sure though since i stoped playing it when WOTLK ended , others as well.
You get your stuff , and focus on the next challenge, or some other aspect of the existing content , but wanting to block progression because some people feel that others need to go through the hell they did , doesn't really make any sense.
Idk what happens in WOW now, it's probably not good since they are bleeding subs.
But all the way up to and including Pandaria - no, BiS gear was never guaranteed. Bosses had loot tables and you could loot anything out of that table. You could also only loot ONCE A WEEK. Unlike in ESO, that has no dungeon and raid cooldowns.
That's only MMO I would even look at, they did things right. Others aren't even comparable to ESO, no reason to mention those f2p asian odd jobs.
Guaranteed BiS gear is a bad solution and turns MMO into a moba or even fps where everyone has access to everything and there's no gear differentiation. I absolutely disagree with this approach don't want ESO to become a elder clones online which it's already pretty close too. Rare meaningful gear is the only and last barrier left. Thanks to it, people aren't all the same, people are discussing builds and are looking for other combos if they don't have access to some gear.
Not to mention how toxic it would be for non-top players who would be expected to have those weapons and corresponding numbers. The requirements of even pug groups would increase. What you're saying is like let's print more money. Of course it will lead to inflation and the decreased value of the currency unit so you'll need more to buy the same thing. In this case the "currency" is DPS.
Avran_Sylt wrote: »The current system also is in finite time, as there exists a probability of obtaining a weapon. Are you implying that there should be cases where for some players there is no finite time to obtain gear? no matter what?
No, it's not. For absolutely everyone to get weapons the time needed tends to infinity.
Yes, that's how you ensure that you have rare gear. Some players should never get it. Only X% of players will have it by the time it stops being BiS. Or are you saying that everyone should get everything and there should be no gear differentiation? Then why not just hand it out or sell it for gold or crowns? Are you sure you want to play an mmoRPG and not MOBA?Avran_Sylt wrote: »I'm unsure of what you mean by your statement. BiS gear for this would be sharpened, infused(bow), or Precise(healing). to acquire a full gear piece of any would need 18 tokens. It would require a character to complete a round 9 times. This would in theory allow players unable to continue past the first stage a chance at obtaining the gear, however, it would require them to spend 9 days obtaining that many Tokens from one stage per day. and even then, it's a random chance of obtaining the desired trait you're looking for. So at minimum, it would take 9 days and completion of one round each day to get an enchantment set, which only has a probability of being the BiS item. Admittedly this is a much lower requirement than having a player complete the entire arena for a shot at a desired enchantment set with a trait.
This does raise the issue of a greater probability of the desired weapon, as you'll be able to specify what weapon you get but still get it in the same amount of time rather than having the enchantment be random as well. I'll update my post to reflect this. raising the price of specific weapon Lockboxes, and introducing a random weapon Lockbox.
And yes, looks like that's exactly what you want. What you're saying is that players who can't complete more than 1 round of vMA deserve to have BiS gear. When tons of players completed the whole thing with no weapons at all (before they got their first weapons). I'm sorry, but I can't agree with this. You and players like you want bad things for this game and are a problem.
1. This is unfair to players who got their weapons already and devalues their effort.
2. It will make it so that they are not rare. It will remove their exclusivity and the fact that now they somewhat prove that a player is good and knows his character very well.
3. It will give BiS gear to bad players. Or let's say, players who need to progress way more before getting that gear. Why would a person who can only complete the 1st round need those weapons anyway?
p.s. Elaborate on Infused bow being the best. That's not what most tests showed and what most guides have. You spend quite a bit of time on your back bar to not have sharpened there...
Forget about tokens, people. Tokens are for catch up gear, not for BiS gear. BiS gear MUST be rewarded for hard content, the whole point of it being BiS is only for best and lucky players to have it.
You don't need those weapons anyway, everything can be completed without them and they only give you a marginal increase in DPS.
Agreed.@Artis As for the incentive thing... how about not locking the best weapons in the game behind an RNG wall that doesn't reward you for learning mechanics , but for the fact that you turn the game in your second job.
Sorry I like most of your idea except on how people obtain the tokens. There should be no possible way to obtain a Maelstrom weapon without being able to complete the entire arena. The only way a token system will work here is if the tokens are given out of the final chest or when turning in the quest. You can take your idea and apply it to that though.
So instead of each chest giving tokens they are counted up as you are completing the arena. At the end all the tokens are added up and awarded to you when turning in the quest.
The first couple rounds are just way too easy to justify handing out maelstrom weapons for.
I would rather just see a mechanic where you can deconstruct a Maelstrom weapon and receive a token. It would take x amount of tokens to receive a weapon of your choice, while keeping the trait random (possibly with a smaller sample size for the traits).
So if you want a inferno staff you pick inferno staff, want a dagger? Pick dagger.
Also, within finite amount of time everyone who wants a certain weapon will have it = there will be no rare meaningful gear to work towards/hope to get.
Tokens are good to use for catch-up gear needed to start new content without farming all old stuff, but it's entry level gear for that content, not BiS. BiS shouldn't be guaranteed. Then why not add it to the voucher vendor or cyro/furnishing weekly trader?
Avran_Sylt wrote: »Yeah, my mistake saying the current system is finite.
I'm saying everyone should have the ability to obtain a gear piece, as it is entirely possible for someone to complete vMA thousands of times, have mastered it, and never gotten a single Inferno Staff, because of RNG allowing an infinite time. Their skill had absolutely no impact whatsoever. Theoretically it's entirely possible using this system for an Inferno staff to never drop for all players, a case in which it isn't rare, as no one has it.
You do bring up a good point on this, players who are unable to complete vMA now have a chance of obtaining some great gear that they should probably not be rewarded with. In that sense, I suggest locking the Token system behind a first completion of vMA.
This focuses more on allowing casual players a chance of obtaining a desired weapon type (not trait), faster, so that they can experiment with it.
p.s. Infused bow is best on maximizing the damage bonus from the enchantment. When I run vMA as a StamBlade I slot my buffs and snares on my back bar (Relentless Focus, Siphoning Strikes, Agony, Shuffle) leaving one slot for an ability. Endless Hail with infused enchant does more damage per tick than sharpened, and as it is a ground targeted AoE, the damage it does scales with currently equipped weapon stats. I'm rarely on my back bar.
further critique and criticism is encouraged.
Edit: oh, btw this Token system is finite for the weapon type, but not the weapon trait.
jakeedmundson wrote: »Also, within finite amount of time everyone who wants a certain weapon will have it = there will be no rare meaningful gear to work towards/hope to get.
Tokens are good to use for catch-up gear needed to start new content without farming all old stuff, but it's entry level gear for that content, not BiS. BiS shouldn't be guaranteed. Then why not add it to the voucher vendor or cyro/furnishing weekly trader?
stop spreading this garbage...
There is no build diversity. Every single patch... all players shift to the next best thing.
also... adding weapons to some vendor is not = to providing some sort of RNG safety net for people that farm the hell out of vma.... try to understand that.
You want to feel special? complete vma with no deaths... get the title... show it off. good job. Don't try to convince anyone that this system where many people never get a certain item is working.... hint: its not.
There is such a small # of people that actually COMPLETE vma, even just once... (the ps4 achievement says something like 0.3% have earned the VMA award) and you're worried about everyone having the same thing? Get over yourself and stop caring about what other players find in the game.
I've done vma 70-ish times and received i dunno how many leader board rewards... still no sharpened inferno or sharpened axe.
But no, you're right... people like me don't deserve it after 3 months or 1 year or more playing vma every week on multiple toons getting leader board rewards...
I see you in every vma post... claiming to love this rng hell. It makes it more clear each time that you either don't play vma, or you just like to get attention in the forums by being the nay-sayer.
So OP, obviously i'm ALLLLLL in for a new drop system. Push on...
Skill does have impact. Without skill you won't complete vMA and won't even get a shot at a weapon. But skill shouldn't define it 100%. It's PvE. It's easy to just repeat after others etc. If something only requires completing a SOLO pve dungeon, then everyone will have it if they want.
That way it won't be rare. And we do need some rare gear so not everyone is wearing the exact same setup. All the need to do is to remove useless traits or let people draw from certain chests only rolling for their weapon type.
p.s. That still sounds like a DPS loss because you will reapply those buffs and it will take time + proccing relentless focus on a bar with no sharpened doesn't sound like a good idea. Not to mention group content. Obviously you spend less time on your back bar than on your front bar, but that's the question - does your testing show that Infused Hail outdpses the loss of DPS you get when you switch to the back bar to reapply buffs and bow dots? Cause it seems that a sharpened bow will still be better. Did you test it and can show results? Or maybe got a formula or something?
Idk what happens in WOW now, it's probably not good since they are bleeding subs.
But all the way up to and including Pandaria - no, BiS gear was never guaranteed. Bosses had loot tables and you could loot anything out of that table. You could also only loot ONCE A WEEK. Unlike in ESO, that has no dungeon and raid cooldowns.
That's only MMO I would even look at, they did things right. Others aren't even comparable to ESO, no reason to mention those f2p asian odd jobs.
Guaranteed BiS gear is a bad solution and turns MMO into a moba or even fps where everyone has access to everything and there's no gear differentiation. I absolutely disagree with this approach don't want ESO to become a elder clones online which it's already pretty close too. Rare meaningful gear is the only and last barrier left. Thanks to it, people aren't all the same, people are discussing builds and are looking for other combos if they don't have access to some gear.
Not to mention how toxic it would be for non-top players who would be expected to have those weapons and corresponding numbers. The requirements of even pug groups would increase. What you're saying is like let's print more money. Of course it will lead to inflation and the decreased value of the currency unit so you'll need more to buy the same thing. In this case the "currency" is DPS.