Donny_Vito wrote: »I'm fine with the current system. It rewards people who play the game more.
If you can only play an hour or two a night/week then you cannot, and should not, expect to be geared like someone who plays much more.
Donny_Vito wrote: »I'm fine with the current system. It rewards people who play the game more.
One thing that would help, is Magic Set Weapons drop in Sticks and Stamina drop in Melee. Perhaps Tank sets drop Shield and Ice Staff too.
Donny_Vito wrote: »I'm fine with the current system. It rewards people who play the game more.
That's not how randomness works though. Playing the game "more" doesn't equate to getting the drops you want for your character. That's the problem, really. People who play "more" are NOT necessarily getting rewarded. Nay, many of them are just getting frustrated.
It's one of the many reasons why I do not go out of my way to get specific gear drops in this game. If it can't be bought on a guild trader or crafted myself, I pretty much ignore that it exists. Coupling randomness with nonsensical gear binding is part of what makes the system in ESO especially bad. I could get on board with it if our characters were trading underwear or something (because who wants used underwear, gross!) but they're exchanging greaves and gloves here. There's no logical reason why gear would be "bound" to our characters.
Kombinator wrote: »So if you were given a decision to alter drop system as you see fit, then which approach would you choose.
2. would mean, that bosses would no longer drop gear set pieces. Instead they would drop some sort of currency, that you can trade for their drop.
3. would mean both. Bosses drop some gear, and small ammount of currency, that can be exchanged for whatever gear you want. So no matter how unlucky your RNG is you can grind out any piece of equipment.
4. would mean, that you can pay gold at the start of the dungeon to increase the droprate of one set piece you want. This gold is lost the moment you pay it, and NPC despawn the moment you or your team kills the first boss. But given enough gold you could guarantee the drop of any set piece. You could only pay for one piece/run.
As one of the millions of players staking claim to the "worst RNG in the game" title, I have to admit that I think it should stay as is. Grinding versus the RNG is an integral part of MMORPGs and is part of the reason we play. The physiological responses to the anticipation of a drop are what "gamification" activities are based on.
That said, I highly doubt the RNG is truly an RNG. There are obviously some algorithms in play that remove the randomness from a lot of things we assume are actually random. I'd like to see these removed. ZOS has admitted they employ "max drops per day" rules for some items -- I want to know which ones and when those reset. i.e. farming Nirn in Craglorn at 8AM mid-week results in about 1 potent and 3 fortified nirn every 30 min. That same route at 9PM gives me zero of either in 2+ hours. random? maybe but not probable.
There are plenty of anecdotal examples (i.e. getting the same reward from vMA 5 times in a row) but also a lot that have been statistically proven to be non-random and obviously under the influence of some other game mechanics. Let's get rid of those.
And some of it is just creepy. I've been doing daily writs on 2-7 characters a day for 4+ years. I've never run out of an alchemy ingredient until 2 days ago when I ran out of wormwood. And the next day, with 100+ of every alchemy ingredient EXCEPT wormwood, 6 of my 7 characters had "Deliver 3 wormwood" as the daily writ. random? maybe but HIGHLY unlikely.
I'm fine grinding against an RNG but I'm not fine unknowingly grinding against zero-chance non-random drops. There's some devious stuff going on behind the scenes other than a simple RNG.
EDITED: And please don't respond with an incorrect "sample size" argument. Most people who don't truly understand statistics GROSSLY overestimate the number of samples needed to prove randomness or lack thereof. In a test of light vs. medium vs. heavy drops from overland chests that I did, someone claimed I needed to open "tens of thousands" of chests before I could prove it was not random. Incorrect. Someone else actually did the calculation and the number was right around 300 chests needed.
Grianasteri wrote: »Kombinator wrote: »So if you were given a decision to alter drop system as you see fit, then which approach would you choose.
2. would mean, that bosses would no longer drop gear set pieces. Instead they would drop some sort of currency, that you can trade for their drop.
3. would mean both. Bosses drop some gear, and small ammount of currency, that can be exchanged for whatever gear you want. So no matter how unlucky your RNG is you can grind out any piece of equipment.
4. would mean, that you can pay gold at the start of the dungeon to increase the droprate of one set piece you want. This gold is lost the moment you pay it, and NPC despawn the moment you or your team kills the first boss. But given enough gold you could guarantee the drop of any set piece. You could only pay for one piece/run.
Im not sure the OP has set out the idea particularly clearly, 3 numbers but 4 options? Did I miss something...
Anyway, I have often thought that the punishment from bad RNG is way way way over the top. Here is an example.
-I dropped 2 Burning Spell Weave fire staffs within just a few runs of City of Ash, I think I barely got into double figures.
-I have completed well over 300 runs of Arx Corinium, in search of the elusive Undaunted Infiltrator shock staff - in this time I have dropped every other staff and weapon a dozen times or more.
This kind of RNG disparity is not fun. Computer games are supposed to be fun.
Every defeat of the boss should provide 1 currency, with say 100 of that currency (so 100 runs) finally allowing purchase of whatever item you want. This does not remove the grind, it merely means that when the RNG is punishing someone to the point of insanity, where it is no longer fair or fun, the player can get the item they have invested so heavily in trying to obtain.
LOL. after a couple of days and not even 100 people have chosen to vote Zos probably sees the the results more that people are so fine with the current system they do not think it is worthy to even vote.
This because it's not fun to play gear lottery.3. would mean both. Bosses drop some gear, and small ammount of currency, that can be exchanged for whatever gear you want. So no matter how unlucky your RNG is you can grind out any piece of equipment.