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Requesting a tweak to RNG in dungeons.

Castian
Castian
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A horse never tires of being beaten.

A few weeks ago it was mentioned to create an option to use pledge keys for a chance at finding what you are looking for.

Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.

Looking at how gear is distributed in overland; delve bosses are waist + foot, public dungeon bosses shoulder + hand, Dark anchor chests are jewelry and Overland bosses are Head, Chest, Leg + Weapons. That's breaking down all possible slots into four farming areas.

My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    You have my vote.

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
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  • VaranisArano
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    The difficulty I see is that not all dungeons have exactly the same number of bosses. In the base game ones, you've got 2 to 4 bosses and various minibosses. Some of the newer DLC have five bosses.

    So how does ZOS categorize the bosses so it's fair across a variety of dungeons and its clearer than mud for players?

    Then you add in the possibility that players will drop once they passed the boss that drops their item so they can queue to try again, and I can see where ZOS might not be in favor of the idea.
  • El_Borracho
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    I would be fine if on the last boss two chests popped up, similar to what you get in ICP or Cradle of Shadows, but one for melee weapons and one for ranged weapons. I get that the body pieces RNG throughout the dungeon can be annoying, especially when you get the same piece over and over, but the weapons situation is far more frustrating.
  • Austacker
    Austacker
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    Dungeon RNG is a harsh mistress.

    Some give you gifts... others rob you blind...

    Wait, I've heard that somewhere before?

    :smile:
  • Dragonnord
    Dragonnord
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    Nah! RNG is good as it is. RNG is what keeps me playing daily, otherwise I would be playing just a few days a week.
    SERVER: NA | PLATFORM: PC | OS: Windows 10 | CLIENT: Steam | ESO PLUS: Yes
  • zvavi
    zvavi
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    I always said that hard mode should guarantee you a jewelry and a weapon, instead of the standard or.
    Edited by zvavi on July 9, 2021 12:32AM
  • CaffeinatedMayhem
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    Austacker wrote: »
    Dungeon RNG is a harsh mistress.

    Some give you gifts... others rob you blind...

    Wait, I've heard that somewhere before?

    :smile:

    *applause* Excellent, +1

    On topic: I'd rather RNG took collections into account.Oh, you're only missing 1 weapon across all sets in this dungeon? You've run this dungeon over 200 times? Hm, maybe we can drop that for you now. Instead of what happens now which is: here's the 5000th thing you absolutely didn't want and can't use.
    Edited by CaffeinatedMayhem on July 9, 2021 12:44AM
  • code65536
    code65536
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    Castian wrote: »
    My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?

    Um. That's how it has worked since late 2016. Major bosses drop "large" body pieces (e.g., chest), minor bosses drop "small" body pieces (e.g., belts). And the final boss drops weapons and jewelry. Three categories of drops from three types of bosses.
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  • Castian
    Castian
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    code65536 wrote: »
    Um. That's how it has worked since late 2016. Major bosses drop "large" body pieces (e.g., chest), minor bosses drop "small" body pieces (e.g., belts). And the final boss drops weapons and jewelry. Three categories of drops from three types of bosses.

    You skipped past the point I was making about acquiring the same drop three times on the same run and right to the fact that the category system under which drops occur is too small and can allow for excessive redundancy.
  • Bigmatt2
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    Castian wrote: »
    A horse never tires of being beaten.

    A few weeks ago it was mentioned to create an option to use pledge keys for a chance at finding what you are looking for.

    Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.

    Looking at how gear is distributed in overland; delve bosses are waist + foot, public dungeon bosses shoulder + hand, Dark anchor chests are jewelry and Overland bosses are Head, Chest, Leg + Weapons. That's breaking down all possible slots into four farming areas.

    My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?

    I agree with this as the same thing happens to me all the time where I get the same item several times during 1 run. You would think the algorithm could scan your inventory or something to that effect and not keep dropping the same item.
  • AlnilamE
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    Castian wrote: »

    Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.

    That's actually pretty random.

    People think that randomness means an even distribution, but it doesn't.

    Now, I'm not opposed to changing the loot tables to add a higher weight to items you don't have in your sticker book, for example. Or make all bosses in the dungeon have a chance to drop a weapon, not just the last one.
    The Moot Councillor
  • rpa
    rpa
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    In this game its normal for 'random' to give apparently similar results for a while. It's particulary noticeable when opening containers in inventory but also when getting any drops fom same loot table in short time. I'd look for misuse of prng seeding.
  • EF321
    EF321
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    Castian wrote: »
    A horse never tires of being beaten.

    A few weeks ago it was mentioned to create an option to use pledge keys for a chance at finding what you are looking for.

    Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.

    Looking at how gear is distributed in overland; delve bosses are waist + foot, public dungeon bosses shoulder + hand, Dark anchor chests are jewelry and Overland bosses are Head, Chest, Leg + Weapons. That's breaking down all possible slots into four farming areas.

    My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?

    What are you talking about? It is already like that. Minor bosses drop belt/boots, big bosses drop big pieces and final boss drops jewelry and weapons.
  • Amottica
    Amottica
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    Castian wrote: »
    That lacks a bit for randomness.

    I am not arguing with the suggestion or intent, but I think it is obvious drops are not intended to be weighted evenly between armor, jewelry, and weapons. Therefore, not random in a manner where each is equal.

    Also, I understand Zenimax had a breakdown of drops per boss in dungeons with weapons and jewelry dropping on the final boss. From what I understand they changed this design when they increased the drop opportunity for weapons. If this is correct I am not sure we want this change reverted.

    But the point is, if Zenimax intends for weapons to have a lower drop rate compared to armor then we need to figure out why and address that situation if we want Zenimax to consider other ideas.

    Doesn't Zenimax have a Q&A session from time to time? I thought I had seen a stream featuring two ladies and a couple of men discussing aspects of the game.
  • code65536
    code65536
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    Castian wrote: »
    You skipped past the point I was making about acquiring the same drop three times on the same run and right to the fact that the category system under which drops occur is too small and can allow for excessive redundancy.

    So? The fact remains that the status quo already fits your description, with the only difference being the degree of segmentation.

    In any case, nobody cares about body pieces. Of the 22 items in a set, 7 are body and 15 are jewelry and weapons. Yet every boss except the last drops a body piece. Plus, there are three other people in the group who are getting drops with whom you can be trading duplicates. Further segmenting the body pieces will solve a problem that frankly doesn't exist. Now, if something were to be done about weapons, then there would be something worth talking about.
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