Yes they are, but less chance of getting what you want and more grinding is what the game is becoming all about. I’m sure those chests are heavily skewed towards traits like well fitted and invigorating anyway.
Instead of keys, we should be getting tokens. X tokens can be exchanged for desired Item.
Instead of keys, we should be getting tokens. X tokens can be exchanged for desired Item.
Instead of keys, we should be getting tokens. X tokens can be exchanged for desired Item.
Yeah, the same as has been suggested so often for vMA, only that here it would be way more needed. For vMA at least no new items are constantly getting added to the loot table, which means that eventually you'll get what you want and don't have to start over with a new patch. But with Undaunted chests it's the problem that new sets tend to be desired to give people an incnetive to purchase access to the DLCs containing them, which can also mean that you farm again every couple of months.
Problem is that they seem really against token systems and if they add work arounds they are capped somehow (like transmute crystals). Farming with RNG is by design in ESO, unfortunately.
Prof_Bawbag wrote: »Like most other things in this game, it's called the "Skinner Effect". It's what keeps most folk playing.
Prof_Bawbag wrote: »Like most other things in this game, it's called the "Skinner Effect". It's what keeps most folk playing.
Yes, but people would still keep playing with a token system. Also, it’s not like you get what you need and then stop playing lol. The idea is you want to play more when you have the build you want. Otherwise what’s the point? I’m more likely to just say screw it over RNG. There should definitely be something to work towards, but again the Undaunted chest system was designed some time ago and the game has moved on.
Prof_Bawbag wrote: »Prof_Bawbag wrote: »Like most other things in this game, it's called the "Skinner Effect". It's what keeps most folk playing.
Yes, but people would still keep playing with a token system. Also, it’s not like you get what you need and then stop playing lol. The idea is you want to play more when you have the build you want. Otherwise what’s the point? I’m more likely to just say screw it over RNG. There should definitely be something to work towards, but again the Undaunted chest system was designed some time ago and the game has moved on.
That's not what that is about. Giving people what they want 100% of the time, or give them nothing whatsoever 100% of the time results in the same outcome - people get bored. They move on. Give them a pellet of food every now and them, they come back time after time.
Prof_Bawbag wrote: »Prof_Bawbag wrote: »Like most other things in this game, it's called the "Skinner Effect". It's what keeps most folk playing.
Yes, but people would still keep playing with a token system. Also, it’s not like you get what you need and then stop playing lol. The idea is you want to play more when you have the build you want. Otherwise what’s the point? I’m more likely to just say screw it over RNG. There should definitely be something to work towards, but again the Undaunted chest system was designed some time ago and the game has moved on.
That's not what that is about. Giving people what they want 100% of the time, or give them nothing whatsoever 100% of the time results in the same outcome - people get bored. They move on. Give them a pellet of food every now and them, they come back time after time.
You wouldn’t be giving them what they want 100% of the time. It’s not like 1 HM dungeon = 1 token = 1 monster piece you want. I could see it being something like 1 HM = 1 token, and X tokens = random weight/trait in the set you want. So there’s still RNG it’s just more focused.
Prof_Bawbag wrote: »That's not what that is about. Giving people what they want 100% of the time, or give them nothing whatsoever 100% of the time results in the same outcome - people get bored. They move on. Give them a pellet of food every now and then, they come back time after time.
It's why we still farm 1000's of mats. Because we know we'll eventually get the reward.
Get rid of useless traits that probably less than 5% of the playerbase uses. Make more undaunted NPCs with more chests to spread out the shoulders. Better yet, introduce a token system. Most of us have been grinding for months or years. Grind is ok to some extent, but it needs to be fun. Doing the exact same uninspired dungeons just to get gear is annoying.
Making it worse are all the useless traits causing further grind for transmutation crystals. I pvp a lot, but I'm not going to pvp on 8 or more toons every single campaign, just to get more crystals. I like to focus with one or maximum 2 toons per campaign. Having multiple sets of armor and weapons to upgrade is already troublesome enough. Throw in the grind of having to run pledges 1000 times and it gets tiring. Then when I finally get comfortably setup to pvp, the lag and bugs ruin it most of the time.
Prof_Bawbag wrote: »That's not what that is about. Giving people what they want 100% of the time, or give them nothing whatsoever 100% of the time results in the same outcome - people get bored. They move on. Give them a pellet of food every now and then, they come back time after time.
It's why we still farm 1000's of mats. Because we know we'll eventually get the reward.
And that's exactly what we would get with a token system. You wouldn't get one shoulder token per dungeon run, instead you get one token per run and need, say, 20 to buy a shoulder. That way you don't get a reward every time you run a dungeon, but every 20th time. So the same chance as now, only you know that you WILL get your reward in the end. Currently you can get unlucky and it takes way more longer than average for you to get the right shoulder in the right weight, and that EACH TIME a new set is added. If that's not frustrating now and goes completely against the intended effect...
To take your example, that's not the case with mats. You get mats every time you collect a node, and you know that eventually you will have enough to craft a set of your choice. So on the contrary, mats already work with a token system. If they'd work like Undaunted chests you'd get a random crafted set piece out of a thousand pieces with every node and have a chance to get your desired piece in about the same time as now, only that it's RNG based then.
COA1 farm runKeys for random with random trait. Tokens from completing the dungeon on hard mode. This allows you to buy the direct shoulder you want.
Taleof2Cities wrote: »With the amount of keys players are hoarding leave as is is the correct answer.
Taleof2Cities wrote: »With the amount of keys players are hoarding leave as is is the correct answer.
Hoarding is a solution to the problem that players have come up with.... And worked really well but there comes a point to where that mitigates only so much....
I still agree for the most part a token system is needed
Taleof2Cities wrote: »With the amount of keys players are hoarding leave as is is the correct answer.
Hoarding is a solution to the problem that players have come up with.... And worked really well but there comes a point to where that mitigates only so much....
I still agree for the most part a token system is needed
I’m also trying to think about new players coming in, not just those of us who have most or all of what we need for 5+ toons.