Oreyn_Bearclaw wrote: »Here is my pushback, not that the idea is bad. It's certainly better than what we have. It is still pure RNG. You could still put 200 keys into the staff chest and not get what you are after. Knowing ZOS, you would get 199 restos and a charged fire. Pure RNG will always have problems.
What we need is a system that can allow people to get lucky, but also have a safeguard to prevent the people that land on the far side of the bell curve from rage quitting after 500+ runs.
If you want to look in game, well we have basically exactly what you are describing with monster shoulders. Yes its a bigger loot pool, but we basically split them up to give people choices and it can still be a huge pain, if not near impossible to get what you want.
I think the better examples in game (cant believe I am saying this) are either the Crown Crates (Gems) or the Master Writ vendor (Vouchers). Both systems have RNG on the front end, and a safeguard on the back end. You do either long enough and you will be guaranteed to get what you want, but you might also get lucky and get it faster.
Oreyn_Bearclaw wrote: »Here is my pushback, not that the idea is bad. It's certainly better than what we have. It is still pure RNG. You could still put 200 keys into the staff chest and not get what you are after. Knowing ZOS, you would get 199 restos and a charged fire. Pure RNG will always have problems.
What we need is a system that can allow people to get lucky, but also have a safeguard to prevent the people that land on the far side of the bell curve from rage quitting after 500+ runs.
If you want to look in game, well we have basically exactly what you are describing with monster shoulders. Yes its a bigger loot pool, but we basically split them up into three chests to give people choices and it can still be a huge pain, if not near impossible to get what you want.
I think the better examples in game (cant believe I am saying this) are either the Crown Crates (Gems) or the Master Writ vendor (Vouchers). Both systems have RNG on the front end, and a safeguard on the back end. You do either long enough and you will be guaranteed to get what you want, but you might also get lucky and get it faster.
Avran_Sylt wrote: »Oreyn_Bearclaw wrote: »Here is my pushback, not that the idea is bad. It's certainly better than what we have. It is still pure RNG. You could still put 200 keys into the staff chest and not get what you are after. Knowing ZOS, you would get 199 restos and a charged fire. Pure RNG will always have problems.
What we need is a system that can allow people to get lucky, but also have a safeguard to prevent the people that land on the far side of the bell curve from rage quitting after 500+ runs.
If you want to look in game, well we have basically exactly what you are describing with monster shoulders. Yes its a bigger loot pool, but we basically split them up to give people choices and it can still be a huge pain, if not near impossible to get what you want.
I think the better examples in game (cant believe I am saying this) are either the Crown Crates (Gems) or the Master Writ vendor (Vouchers). Both systems have RNG on the front end, and a safeguard on the back end. You do either long enough and you will be guaranteed to get what you want, but you might also get lucky and get it faster.
Check out this version:
https://forums.elderscrollsonline.com/en/discussion/325653/vma-a-reward-system-revamp
Front end is the Weapon Class. not RNG
Back end is the Weapon Type, and Trait. RNG
would love your input.
Sounds like an good idea, note that this system will simply use the pool of weapons you have not gotten and pick an random.Oreyn_Bearclaw wrote: »Here is my pushback, not that the idea is bad. It's certainly better than what we have. It is still pure RNG. You could still put 200 keys into the staff chest and not get what you are after. Knowing ZOS, you would get 199 restos and a charged fire. Pure RNG will always have problems.
What we need is a system that can allow people to get lucky, but also have a safeguard to prevent the people that land on the far side of the bell curve from rage quitting after 500+ runs.
If you want to look in game, well we have basically exactly what you are describing with monster shoulders. Yes its a bigger loot pool, but we basically split them up into three chests to give people choices and it can still be a huge pain, if not near impossible to get what you want.
I think the better examples in game (cant believe I am saying this) are either the Crown Crates (Gems) or the Master Writ vendor (Vouchers). Both systems have RNG on the front end, and a safeguard on the back end. You do either long enough and you will be guaranteed to get what you want, but you might also get lucky and get it faster.