honestly? dungeon/world boss leads should be guaranteed IMO.
Anotherone773 wrote: »We do know your not suppose to burn through a chapter worth of content in a month right? That is why it feels so grindy. People are trying to do months worth of content in a couple of weeks.
Austinseph1 wrote: »It's just rng
MasterSpatula wrote: »...
Which is why anyone who deserves a job in game design would never use straight RNG with no mitigating factors.
Update: 17 1/2 hours later I got the lead
considering that it took ~150 runs
all I've got to say is that I am not looking fowards to trying to get the lead from volen..or DS2
Tsar_Gekkou wrote: »It only took 3 or 4 runs for each normal dungeon for me to get my leads. I had to sit at the Brass Hatchling for a good while though.
stefan.gustavsonb16_ESO wrote: »MasterSpatula wrote: »...
Which is why anyone who deserves a job in game design would never use straight RNG with no mitigating factors.
So very much this, but with a caveat. It's far from easy to do for a game as large and complex as ESO, and there are other factors than skill coming into play.
It would require a lot of bookkeeping on the server to keep track of every random drop from every source for every player and make sure all items drop with a reasonable frequency. It's not enough to make them drop once, because people will need to farm for items they didn't need before and discarded for lack of storage space. With the current state of the database backend, without going into details, I really don't think the game servers could handle it.
If both the servers and the programmers were up to it, a way of solving it would be to gradually increase the chances with each unsuccessful attempt, preferably taken all the way to giving you a guaranteed drop on the Nth dungeon run, where N would be somewhere considerably beyond the expected ("average") number of runs with a straight RNG system, but also significantly short of the silly numbers we are seeing for outliers. With a flat 1/10 drop chance, the expected number of runs before players get the drop would be 10, and I think setting a hard limit at 20 runs would be reasonable in that case.
But I'm dreaming here. The server would have to keep track of the number of unsuccessful attempts for all drops in the game, and getting one drop (any drop, from any source), or not getting anything at all from a potential drop source, would require an update to all entries for any possible drops from that same source. It's a system that would be very prone to breaking.
I tracked the (17) lead drops I got for the "Ebon Dwarven Wolf".
Crafting Station Drops (2 of these)
These aren't RNG, you just walk up and take them -- though one requires completing the Fighter's Guild quests that give you access to the area.
Mob Locations (kill random monster for drop)
Mzulft... 1 kill
Bthzark... approximately 35 kills (I lost count here, lots of dwarven constructs killed in little time)
Delve Bosses
Inner Sea Armature.... 10 kills to get drop.
Klathzgar.... 3 kills to get drop.
Aldunz... 2 kills to get drop.
Avanchzel... 4 kills to get drop.
Group Delve Bosses (Craglorn)
Mtharnaz... 2 kills to get drop.
Rkhardahrk... 2 kills to get drop.
Rkundzelft... 2 kills to get drop.
Group Dungeons
Razak's Wheel... 4 kills to get drop.
Nchuthnkarst... 1 kill to get drop.
World Bosses
Zenmarek's Hollow... 1 kill to get drop.
Group Dungeons (last boss)
Darkshade Caverns1... 1 kill to get drop.
Darkshade Caverns-2 2 kills to get drop.
Volenfell... 1 kill to get drop.
Among the delves and dungeons, the two outliers were Inner Sea Armature (10 kills) and Eldon Hollow (12 kills). All the other delves/dungeons were roughly a 50% drop rate for me, usually getting it in 1-2 tries.
Roguewolf66 wrote: »I have farmed over 50 Thieve's Troves for the last part of the music box and still no lead. This is beyond ridiculous.
i think for dungeon leads, drop rate should be double for veteran and triple for hard mode...
took me average 12-15 dungeon runs per leads i tried to farm...
with queue taking hours for dpser its really really frustrating!
thats my 2 cents
also having to pvp to get some leads for some mythic item s...
u can't get tranmuste crystal from doing pve contents
but u can't get some leads if you are not doing pvp
their should be an alternative for those with a lower drop rates
not everyone enjoy pvping...
Not true: killed Mtharnaz delve brass hatchling 6 times and nothing, no groups to do this with and had to solo it, this sucked big time, never got it and died several times trying to kill it until I just gave up. Went back the next day killed it 2 more times and finally got it. This was difficult because it's not easy finding groups and this is a group delve. That's the one thing I hate about Craglorn is that it requires groups and it's a huge hassle trying to get a group together to do this content, wish they fix this so people can solo.
MasterSpatula wrote: »stefan.gustavsonb16_ESO wrote: »MasterSpatula wrote: »...
Which is why anyone who deserves a job in game design would never use straight RNG with no mitigating factors.
So very much this, but with a caveat. It's far from easy to do for a game as large and complex as ESO, and there are other factors than skill coming into play.
It would require a lot of bookkeeping... [snip]
The drop rate is already variable. It drops to 0% when you already have the lead. If the game has to track that; it can track if you've killed the boss recently.
I'm not necessarily saying if you kill a boss once and come back a couple of days later the drop rate should still be higher (Though I'm not convinced that's such a big problem. There aren't that many leads to track.), but certainly if you're farming it, the drop rate should increase with every failure until it reaches a point where it becomes a near-certainty.