It would have been better if these styles were tied to achievements instead. Something along the lines of:
"Dolmen Demolition - Destroy 10 Dark Anchors during the Jubilee Event" reward: Staff of Worms style
for this and Antiquity leads it should be no less than 80% leads that require a dungeon boss kill should be like 95% or should scale based on how many leads you already have for that particular mythic or item making it progressively easier to get said leads.
TheMessengerOfDeath wrote: »The grind is the problem because there is nothing creative about doing a single thing repeatedly. That is unnecessary grind that could’ve instead been some engaging content.
People would’ve been happy with this instead
challenge 1 Kill all world bosses on morrowind
Challenge 2 complete all geysers in summer set
Challenge 3 Fish in 10 fishing holes or fish in 10 different zones.
You know do actual content and get rewards instead of this bs.
These 5 style pages should have been rewards for completing a quest line of some sort which would have been a good way to introduce people to the lore behind each item. That would have been fun and engaging, but instead ZOS would rather have players grind the most unimaginably dull and repetitive content for countless hours. There is quite literally nothing fun about trying to "earn" these style pages and is something that ZOS should be ashamed of.
Blood_again wrote: »The only thing I have to add.
The real drop rate usually doesn't work as "50 attempts is fair to get the reward". It works as "you have 2% probability that item drops on each attempt".
It these terms there is always a probability of M successfull drops of N attempts.
For example, according to binomial formula: for 2% probability of single drop there is ~36% of 0 success after 50 attempts.
Even for 10% of single drop there is still 0.5% of 0 success after 50 attempts. That means 5 players of 1000 won't get their drop after their fair 50 kills with this rate.
That's how unfair the fair probability works.
This problem is solvable by making the item tradeable or available at Impressario.
Another way is changing the algorithm with triggering drop after some attempts whatever rate it is.
But the classical drop by rate will make some % of players unhappy anyway. Sorry.
Most of the times droprates are used because the designer wants to make players play a piece of content for a minimum amount time. They don't just want the player to do it once and never come back. Fair enough. But if you solve that problem with a simple drop rate you get many players who get the item way too early, not playing your content as much as you want to, and you get many players who don't get the item at all, becoming very frustrated. Both of these outcomes are not good.
Imho the far better design choice here would be a more catered solution, where you pick a desired number of event completions N, and then add a variance to that number and minimum and maximum cutoffs.
- Let's say you set the desired number to 35 kills. So that most players will get it around 35 kills.
- Then you add a minimum number to it, like 10. So that at 10 kills a player starts becoming eligible for the drop. This means some players will get lucky and get it after 10 or 15 kills. But they still have to do it at least 10 times.
- Then you add a maximum number to it - often dubbed a "pity timer" in game development, like 50. This means at 50 kills a player gets a guaranteed drop if they haven't gotten one yet. This removes this massive frustration for players who have gotten very unlucky and adds long-term motivation for everyone, because everyone knows its guaranteed to drop at some point.
Blood_again wrote: »
I totally agree that plain rate system makes players frustrated. It should be modified/compensated in some way.
While I love your idea of improvement, I guess that technical implementation of all these simple counters for every rare item per player would be overkill. Though it is probably doable for some small group of items, I think players would ask this system applied to more and more item types the day it is published.
Could you elaborate why you think my suggestion would be challenging to implement?
I work in software development myself, now as an executive, but I have worked as a developer in the beginning of my career. I am a professional, so to speak. But as I am always eager to learn I am willing to stay open minded as it's always possible to overlook something. Maybe you have some insight that I don't have.
Strictly speaking of course it's more complex to build a system that takes player data into account when calculating the drop. But by today's data processing standards this isn't hard or expensive to do.