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Can we please have a Tel-Var system for all Dungeons?

  • Alucardo
    Alucardo
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    Browiseth wrote: »
    Alucardo wrote: »
    Browiseth wrote: »
    Alucardo wrote: »
    Shawn_PT wrote: »
    Like a chest at each dungeon's entrance that can be opened with, say, an Undaunted key, for a random piece of that dungeon's loot?

    I was thinking more along the lines of a Merchant in one main city of each zone. It just kills me that we have a Tel-Var system for Imperial City and nothing but RNG for any place else.

    Tell you what. You let a bunch of PvPers come kill you in dungeons and steal your precious tokens, and then we'll talk.

    @Alucardo why?

    Collecting Tel Var comes with a very high risk. You have to constantly return to the bank, or risk having a majority of your hard-earned stones taken from you. Running dungeons is relatively easy. Hell, most people can solo them without fuss. It only makes sense there's merchants in IC.
    To top that off, there's no other way to really obtain gear. Sure they could make it drop from the district bosses, but because it's a free-for-all zone and not instanced like your pve dungeons, there's not enough bosses for everyone.
    Finally, it gives people a reason to go to IC (moreso if they updated the sets in there).

    ZOS have made getting the gear you want relatively easy with transmute stones, loot sharing, and 100% chance monster helmet drops. Adding the ability to just buy what you want is being spoonfed far too much.

    @Alucardo OP isn't asking for the current tel-var system to be implemented into pve only dungeons lmao. they're basically asking for some kind of token system, which is long overdue

    don't worry imp city'ers, your precious risk vs reward system isn't being suggested for removal/trivialization

    Uh, I know what they are asking for. They want a similar token system to the tel var one, but for dungeon drops using a different currency. And I think it's a bad idea.
  • Crafts_Many_Boxes
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    I think we should have a dungeon currency simply for non-gear drops.

    That way, we have an extra incentive to actually run dungeons that we have all the gear for already and are longer / more tedious than other.

    There could be a shop that rotates inventory every month that includes cosmetics, mounts, and maybe even chromium and other gold temper materials.
  • Browiseth
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    Alucardo wrote: »
    Browiseth wrote: »
    Alucardo wrote: »
    Browiseth wrote: »
    Alucardo wrote: »
    Shawn_PT wrote: »
    Like a chest at each dungeon's entrance that can be opened with, say, an Undaunted key, for a random piece of that dungeon's loot?

    I was thinking more along the lines of a Merchant in one main city of each zone. It just kills me that we have a Tel-Var system for Imperial City and nothing but RNG for any place else.

    Tell you what. You let a bunch of PvPers come kill you in dungeons and steal your precious tokens, and then we'll talk.

    @Alucardo why?

    Collecting Tel Var comes with a very high risk. You have to constantly return to the bank, or risk having a majority of your hard-earned stones taken from you. Running dungeons is relatively easy. Hell, most people can solo them without fuss. It only makes sense there's merchants in IC.
    To top that off, there's no other way to really obtain gear. Sure they could make it drop from the district bosses, but because it's a free-for-all zone and not instanced like your pve dungeons, there's not enough bosses for everyone.
    Finally, it gives people a reason to go to IC (moreso if they updated the sets in there).

    ZOS have made getting the gear you want relatively easy with transmute stones, loot sharing, and 100% chance monster helmet drops. Adding the ability to just buy what you want is being spoonfed far too much.

    @Alucardo OP isn't asking for the current tel-var system to be implemented into pve only dungeons lmao. they're basically asking for some kind of token system, which is long overdue

    don't worry imp city'ers, your precious risk vs reward system isn't being suggested for removal/trivialization

    Uh, I know what they are asking for. They want a similar token system to the tel var one, but for dungeon drops using a different currency. And I think it's a bad idea.

    and you don't like the idea because...the longer the grind the better?
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  • Alucardo
    Alucardo
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    Browiseth wrote: »
    Alucardo wrote: »
    Browiseth wrote: »
    Alucardo wrote: »
    Browiseth wrote: »
    Alucardo wrote: »
    Shawn_PT wrote: »
    Like a chest at each dungeon's entrance that can be opened with, say, an Undaunted key, for a random piece of that dungeon's loot?

    I was thinking more along the lines of a Merchant in one main city of each zone. It just kills me that we have a Tel-Var system for Imperial City and nothing but RNG for any place else.

    Tell you what. You let a bunch of PvPers come kill you in dungeons and steal your precious tokens, and then we'll talk.

    @Alucardo why?

    Collecting Tel Var comes with a very high risk. You have to constantly return to the bank, or risk having a majority of your hard-earned stones taken from you. Running dungeons is relatively easy. Hell, most people can solo them without fuss. It only makes sense there's merchants in IC.
    To top that off, there's no other way to really obtain gear. Sure they could make it drop from the district bosses, but because it's a free-for-all zone and not instanced like your pve dungeons, there's not enough bosses for everyone.
    Finally, it gives people a reason to go to IC (moreso if they updated the sets in there).

    ZOS have made getting the gear you want relatively easy with transmute stones, loot sharing, and 100% chance monster helmet drops. Adding the ability to just buy what you want is being spoonfed far too much.

    @Alucardo OP isn't asking for the current tel-var system to be implemented into pve only dungeons lmao. they're basically asking for some kind of token system, which is long overdue

    don't worry imp city'ers, your precious risk vs reward system isn't being suggested for removal/trivialization

    Uh, I know what they are asking for. They want a similar token system to the tel var one, but for dungeon drops using a different currency. And I think it's a bad idea.

    and you don't like the idea because...the longer the grind the better?

    As I said earlier, ZOS have made enough concessions. And with that, I am done with this topic.
  • Anotherone773
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    This is the least grindy MMO in this genre, so no.

    And what has been your experience with trying to collect specific dungeon gear? When was the last time you tried?

    I am currently working on a couple of sets. Its not that big of a pain. This game is not grindy compared to other games. I know to some people if they have to run a dungeon more than 10 times for 5 pieces that is way to many. But its just not that bad.

    If you use a crafted set on the same character, use a crafted staff and use other drop pieces. I always do dungeon drops first and then craft to fill in when i am using a crafted set as well. Not everything should be "do X, get reward Y" Some things should require more work.
  • jimmulvaney
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    I am currently working on a couple of sets. It's not that big of a pain. This game is not grindy compared to other games. I know to some people if they have to run a dungeon more than 10 times for 5 pieces, that is way too many. But it is just not that bad.

    Please do not trivialize my experience. If you read my previous responses you will see the experience for some people does not even come close to the experience of others.

    It is not a question of more work, but rather how much is reasonable? more than reasonable? unreasonable? Regardless, what is the fun in it? Does it do more harm than good to the player's experience? All I am asking for is some indication that progress is being made towards a goal. Completely random makes for a poor excuse for entertainment, and will only hold a person's attention for so long. I love this game, been playing since pre-launch, barely paid any attention to any other games on the market since it was released. I do not want to see it make poor choices.

  • JumpmanLane
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    People say I have ungodly RNG. Everytime I farm for specific dungeon gear I get it. Folks even beg me to farm with them lol. Luck is luck I guess.
  • Jeremy
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    This game is in some serious need of help when it comes to dungeon set drops. Trying to find a random chance, at a random item, on random runs is just compounding the RNG. It doesn't make the game 'more challenging' it makes it more frustrating, time-consuming, and totally sucks the enjoyment out of playing at all. I used to play every single day... USED TO but the ABSOLUTE GRIND for the Undaunted Infiltrator Lightning staff makes me wonder why even bother playing anymore? When everything is random chance, rather than a goal to progress towards, where is the fun?

    Why can't we have a dungeon merchant for each zone? and collect shards towards the item we want? Heck, I would even take an opportunity to buy a colored coffer of the weapon/ armor/ jewelry type with random traits to it, so long as I knew I was getting the item I wanted. This does not mean a coffer of "Unknown Burning Spellweave Staff" but rather "Inferno Staff of Burning Spellweave" (with random trait). You could even do this for Trials and thereby make it so that all trials in (say Craglorn) made progress towards getting the items you want. That way people who are looking for Aetherian Archive are not left on the sideline while everyone else swarms Hel Ra Citadel or Sanctum Ophidia. @ZOS_GinaBruno

    I had to spam Imperial City Sewer for over a month before I finally got the weapon I wanted. And it didn't even drop for me. I had to bribe party members to give it to me by offering 150k for it up front.

    So if you're having a hard time getting a certain drop that's my suggestion to you. Save up some gold and offer to buy it if it drops. That'll increase your odds by a lot. Because you're right - if you get unlucky trying to get a particular boss drop item can be ridiculous.
    Edited by Jeremy on March 8, 2019 9:58PM
  • jimmulvaney
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    Jeremy wrote: »
    So if you're having a hard time getting a certain drop that's my suggestion to you. Save up some gold and offer to buy it if it drops. That'll increase your odds by a lot. Because you're right - if you get unlucky trying to get a particular boss drop item can be ridiculous.

    I have more than 3M in the bank, all of my toons carry 100K on them at all times. I do offer to pay for items, and I have the addon that lets me see what my group is looting. That is why I said not a single person who has hunted with me has even SEEN the staff yet.
  • Conduit0
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    This game absolutely needs a token system, anyone who claims that this game isn't "grindy" has clearly never had to run the same dungeon 100+ times to get the drop they want. I know plenty of people who have quit this game entirely because they burned themselves out grinding for a certain drop.
    A token system could actually solve two problems at once, it can level out the atrocious RNG and it could add extra incentive to run more difficult content. Think about it, outside of achievement farming there is little reason to do vet or HM in dungeons, if its not a pledge there is zero reason to run HM and if you don't want the monster helm there is no reason to run vet. But if you offer extra tokens for running vet/HM you now have an incentive to run them.

    So here's how I see a token system working. There would be a vendor at the Undaunted enclave, possibly the pledge givers, where you can sell dungeon drops for tokens, only items that are still listed as tradable can be sold, so no going back and selling stocks of old gear in your bank. You would get certain a number of tokens for blue items, you would get more tokens for purple items, and if you clear hard mode you get a treasure item that can be sold for for bonus tokens, or it could be sold for gold similar to undaunted plunder. You can then use tokens to buy specific set pieces in blue quality with a random trait. Each dungeon would have its own unique token, so you would have to actually run the dungeon you want gear from.

    With this system you essentially get the best of both worlds, you know that you're guaranteed to get the item you want after X number of runs, but you can also still get lucky and get the item you want much sooner.
  • Jeremy
    Jeremy
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    Jeremy wrote: »
    So if you're having a hard time getting a certain drop that's my suggestion to you. Save up some gold and offer to buy it if it drops. That'll increase your odds by a lot. Because you're right - if you get unlucky trying to get a particular boss drop item can be ridiculous.

    I have more than 3M in the bank, all of my toons carry 100K on them at all times. I do offer to pay for items, and I have the addon that lets me see what my group is looting. That is why I said not a single person who has hunted with me has even SEEN the staff yet.

    I can believe it.

    But at least you know if it ever does drop you'll have the gold on hand to bribe party members for it. So that's 4x the odds you would normally have.
  • jimmulvaney
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    So I just started to solo run Arx on normal all my own, much faster than sitting in the queue for 20-40 mins at a time. Still, no Lightning Staff, plenty of resto and inferno staffs, no lightning, but my point is that the one thing I am not doing...? Anything with other players! Awesome experience ZOS, that makes for one less Tank in randoms, pledges, and trials this weekend because I am too busy taking my Storm Sorc through endless runs of Arx, with no indication of progress what so ever.
  • jimmulvaney
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    Although I still think this game badly needs a token system for dungeon sets... I do have good news and some hope for all of you out there hunting the same piece like me. I finally got one! After countless solo runs (I literally lost count) with both my Storm Sorc and Stam DK, I finally got bored and decided to have one more go at it with my Mag DK and lo-and-behold... Sellistrix finally dropped a Charged, Epic, Lightning Staff of the Undaunted Infiltrator!! ON THE 1ST RUN! It does exist! It really does exist!
    Edited by jimmulvaney on March 19, 2019 11:10PM
  • josiahva
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    This is the least grindy MMO in this genre, so no.

    And what has been your experience with trying to collect specific dungeon gear? When was the last time you tried?

    LOL, do you really not remember what the game was before transmutation? All you have to do now is get a specific weapon type...it used to be 100 times worse...its really not bad now honestly. I still havent found ANY weapon as hard to get as a shield in a given set. Sure...the game is grindy...so what? RPGs of any type have ALWAYS been grindy...the more time invested, the better the character. Its not like you cant sub in a weapon from your other set until you get the one you are looking for
  • zaria
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    Raammzzaa wrote: »
    This is the least grindy MMO in this genre, so no.

    And what has been your experience with trying to collect specific dungeon gear? When was the last time you tried?

    I have found it to be petty easy. The last time I tried was last weekend. I wanted a set of Burning Spellweave, preferably weapons and jewels, for the MagDK that I want to do. I alternated between soloing it on my Sorc, and running it on my tank with groups. It was one of the dailies so queuing was fast. I had everything I needed by lunchtime.

    Then you just got lucky. I've been trying to get the BSW inferno staff for months and I have seen in drop exactly once.
    Some items seems to drop very rarely, the BSW flame staff and the SPC restro one is probably most affected.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • mairwen85
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    Or better yet, to prolong the acquisition of said item (which IMHO seems to be their only insurance that people will continue to play) make the pledge givers into merchants for the dungeons as well. And they can only offer items from the dungeons that are pledges on that day. This way the most you would have to wait once you accumulate enough shards is a week or so before you can purchase it with a random trait...? The same can be done with Trials. There are seven trials now correct? Turn the Trial quest givers into pledge masters too!

    Just because my experience is different from yours does not mean it is any less valid. Do you have anything constructive to add? if not kindly leave the thread. This is a serious concern of mine because it makes me second guess playing what has literally been one of a very few select games that I played almost daily since 2014.

    You do realise this post is just you arguing with yourself....
  • starkerealm
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    Raammzzaa wrote: »
    This is the least grindy MMO in this genre, so no.

    And what has been your experience with trying to collect specific dungeon gear? When was the last time you tried?

    I have found it to be petty easy. The last time I tried was last weekend. I wanted a set of Burning Spellweave, preferably weapons and jewels, for the MagDK that I want to do. I alternated between soloing it on my Sorc, and running it on my tank with groups. It was one of the dailies so queuing was fast. I had everything I needed by lunchtime.

    Then you just got lucky. I've been trying to get the BSW inferno staff for months and I have seen in drop exactly once.

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