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VMA drop idea, nothing new already is in game

Olupajmibanan
Olupajmibanan
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Hello, I am reading every day posts about VMA drop rewamp so I decided to share my idea.

So let's begin:
Firstly, remove the drop of MSA weapons from the 9th chest and let it drop same stuff stuff like 8 chests before.

Secondly, create some sort of trophy vault in the desert non-combat area.

The trophy vault would contain three chests.
Chest 1 contains staves only (4 weapons)
Chest 2 contains two handers only + bow (4 weapons)
Chest 3 contains one handers only (4 weapons)
This way the probability would be same for every weapon.

At the end of arena Fa-Nuit-hen gives you "maelstrom key" as quest reward in addition to gold. With the key you can open one of the three chests. This is how Fa-Nuit-Hen shows his gratitude to you. (The key is consumed after use, of course).

If this is implemented, don't forget to remove the double drop of one-handers.

Similar system is already in game - the undaunted chests, so nothing strange to ZOS nor for players

This would drastically increase the odds of getting specific weapon thus helping players but still keeping the rng system and obligation to repeat runs.

I may be naive about getting some VMA drop improvement, but still not losing hope.

Share your thoughts guys, please.
Edited by Olupajmibanan on March 6, 2017 7:18PM
  • Olupajmibanan
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    Fa-Nuit-Hen is a collector of martial arts so he has every weapon type for his warriors and you can also choose one fitting to your style.

    So even the lore is kept this way.
  • glitchmaster999
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    Must say I've seen a lot of ideas for vMA improvements but this seems the most simple yet still very effective. I've seen people go 300+ runs without the weapon they want. It also means you have the booby prize of getting an imperfect weapon (such as a sharpened shock staff). Even though it isn't the best it's still useful.
  • Oreyn_Bearclaw
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    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.
    Edited by Oreyn_Bearclaw on March 6, 2017 7:47PM
  • Avran_Sylt
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    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.
  • Olupajmibanan
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    ZoS are infamous for their stubbornness about things they designed and people don't like it.

    That's why I created an idea which isn't player made, but directly made by ZoS themselves. So they shouldn't have problem with this (it's their design at all) but still helping us, players and by a huge margin.
    Edited by Olupajmibanan on March 6, 2017 8:01PM
  • Olupajmibanan
    Olupajmibanan
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    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.

    Undaunted chests are problematic because they hold 12 different items. But the middle chest (Urgalarg's) holds only 4 and from my own experience I can say that 25% to get set you want is damn high.
    I know that with weapons would be problem thanks to "sharpened or nvm", but this is another problem not about VMA loot system.

    And I would love to see popular streamers with their "50 staff-chest opening" videos.
    Edited by Olupajmibanan on March 6, 2017 10:24PM
  • Oreyn_Bearclaw
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    Avran_Sylt 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.

    I am maybe not the best person to ask about lock boxes. I have dumped about a million AP into them for Spinners and Necro. Basically had to go out and buy what I wanted when I was done. I still see the problem as pure RNG. There needs to be a safety valve where you can guarantee you will get what you need after so many runs. Certainly the number of runs is up for debate.

    I do like the idea if a token system of sorts is implemented, that your performance, as you suggested, would play into it. Anyone that gets a flawless run deserves a weapon of their choice if you ask me.
  • s7732425ub17_ESO
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    This is great. It keeps the RNG element which ZOS seems to love, and it also makes it statistically impossible for you to NOT get the right weapon and trait combo that you want if you do like a hundred runs.
  • zaria
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    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.
    Sounds like an good idea, note that this system will simply use the pool of weapons you have not gotten and pick an random.
    You should have an way to reset this if you want two like weapons like two inferno staffs.
    Another way is to give you an token you can buy any weapon from after x runs.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
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