Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
The point of a video game is that some people are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
Icy_Waffles wrote: »No. But I think something needs to be amended because running 4x for all body pieces and then 40+ more times for all weapons is ridiculous.
Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
The point of a video game is that players are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
The point of a video game is that some people are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
One of the issues we're seeing in the gaming scene is the "pity systems" becoming more popular so people think that this should be the norm, but they don't realize that the reason these systems exist is because of the ramifications of what is being pitied and their effect on the game. Pity systems are more prevalent in gacha style games where the thing being rolled for and eventually pity kicking in has an actual effect on the game, for the most part the things in this game that people want a pity system for are cosmetic. The anniversary style pages, purely cosmetic, crown crate items, purely cosmetic.
For things which ACTUALLY have an effect on the game the systems in place are good enough where you essentially get your guaranteed drop eventually now. Curation is essentially a guaranteed drop system for things that help you "win".
dk_dunkirk wrote: »Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
The point of a video game is that players are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
Part of the problem here is that the designers have to somehow find a way to make a game appeal to two very different demographics. On the one end are people who don't play much, and on the other are the people who are logged in 18 hours a day every day. Disclaimer, as someone with chronic health problems -- and there are a lot more of us in the various guilds I'm in than I would have ever guessed -- I'm towards the latter end of the spectrum.The point of a video game is that some people are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
One of the issues we're seeing in the gaming scene is the "pity systems" becoming more popular so people think that this should be the norm, but they don't realize that the reason these systems exist is because of the ramifications of what is being pitied and their effect on the game. Pity systems are more prevalent in gacha style games where the thing being rolled for and eventually pity kicking in has an actual effect on the game, for the most part the things in this game that people want a pity system for are cosmetic. The anniversary style pages, purely cosmetic, crown crate items, purely cosmetic.
For things which ACTUALLY have an effect on the game the systems in place are good enough where you essentially get your guaranteed drop eventually now. Curation is essentially a guaranteed drop system for things that help you "win".
EdjeSwift makes a good point. The pieces I'm originally complaining about are purely cosmetic. This is exactly a situation where a "participation trophy" should apply, as it has no bearing on the game, nor anyone else's enjoyment of it. This is a great place to put a system that says this "thing" has a 0.3125% drop rate, or 27 tries, whichever comes first.
You'll have to excuse me if I don't believe there's a significant number of people who love grinding out the same world boss or running around to dolmens or geysers for hours on end. Seems like a lot of people in zone chat were complaining about it. But even if you love grinding out things in this game, there's always going to be PLENTY of other things left to grind.
DenverRalphy wrote: »dk_dunkirk wrote: »Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
The point of a video game is that players are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
Part of the problem here is that the designers have to somehow find a way to make a game appeal to two very different demographics. On the one end are people who don't play much, and on the other are the people who are logged in 18 hours a day every day. Disclaimer, as someone with chronic health problems -- and there are a lot more of us in the various guilds I'm in than I would have ever guessed -- I'm towards the latter end of the spectrum.The point of a video game is that some people are free to decide whether or not they are enjoying a game. What takes the "fun out of it" for you might be a driving motivation for the next person.
I would not want to have participation trophies. That would dull down the game even more and they might as well hand out everything in the daily login rewards at that point.
One of the issues we're seeing in the gaming scene is the "pity systems" becoming more popular so people think that this should be the norm, but they don't realize that the reason these systems exist is because of the ramifications of what is being pitied and their effect on the game. Pity systems are more prevalent in gacha style games where the thing being rolled for and eventually pity kicking in has an actual effect on the game, for the most part the things in this game that people want a pity system for are cosmetic. The anniversary style pages, purely cosmetic, crown crate items, purely cosmetic.
For things which ACTUALLY have an effect on the game the systems in place are good enough where you essentially get your guaranteed drop eventually now. Curation is essentially a guaranteed drop system for things that help you "win".
EdjeSwift makes a good point. The pieces I'm originally complaining about are purely cosmetic. This is exactly a situation where a "participation trophy" should apply, as it has no bearing on the game, nor anyone else's enjoyment of it. This is a great place to put a system that says this "thing" has a 0.3125% drop rate, or 27 tries, whichever comes first.
You'll have to excuse me if I don't believe there's a significant number of people who love grinding out the same world boss or running around to dolmens or geysers for hours on end. Seems like a lot of people in zone chat were complaining about it. But even if you love grinding out things in this game, there's always going to be PLENTY of other things left to grind.
Uhmmm.... hmmm... Are you sure you're reading their post correctly? Cuz it reads to me like they're saying the exact opposite of what you are. Eddie seems to read as if they're opposed to pity on cosmetic, whereas you're advocating for pity on cosmetic.
Dragonnord wrote: »No. The system is fine how it is now.
People are always in a hurry to get everything.
I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
Icy_Waffles wrote: »No. But I think something needs to be amended because running 4x for all body pieces and then 40+ more times for all weapons is ridiculous.
dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.
dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.
It is incentive to get the dlc or plus probably. Personally I run that dungeon a ton, and have even finished up my no death and speed run with decent pugs. Getting players to do the side bosses is a bit more challenging but if you ask or get guild to help that should fix the situation. I don't recall the lead from the side bosses being that hard, but I did that mythic awhile ago.
If you're on PC-NA JimmyJJShabbadu does a community dungeons night with a queue system on Friday nights and will try to bring you thought whatever dungeons you want (most nights). That is how I got my ERE, GD, SH and some other hard mode clears. Cnedra, Ninja, Gandork, and/or Jimmy are real solid players and will help those nights.
dk_dunkirk wrote: »From here: https://x.com/TFDUpdates/status/1818555260060811529. The First Decendant (which I've never played) is apparently going to implement a "guaranteed drop system," where the thing you're looking for is guaranteed to drop after a certain number of attempts. I've long thought that ESO should implement something like this.
The previous event had several unique style pages that dropped via various activities. I got "lucky" by having them drop after about an hour of doing each, but I know other people who spent 5 or 6 hours getting them, and people who NEVER got them. Especially for items like this, dropping during events, it seems to me there ought to be a "failsafe" where it would drop after a set number of tries. It would be extraordinarily frustrating to fail to get something you're trying to farm because you ran out of time. Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
At the very least, if they won't implement a system like this, then they should make these kinds of items tradable, so you could buy one from a guild trader. (And, yes, I would then probably be complaining about the extortive prices for such things, but at least it would be possible.)
dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.
Necrotech_Master wrote: »dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.
that lead isnt too hard to farm, get 1 other player, run normal, kill first side boss, reset
took me about 6-8 attempts doing this
theres maybe 2 mobs you have to kill before getting to this boss, it can be solo'd but for whatever reason its more difficult to reset the dungeon instance if you are solo
Necrotech_Master wrote: »dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.
that lead isnt too hard to farm, get 1 other player, run normal, kill first side boss, reset
took me about 6-8 attempts doing this
theres maybe 2 mobs you have to kill before getting to this boss, it can be solo'd but for whatever reason its more difficult to reset the dungeon instance if you are solo
Icy_Waffles wrote: »No. But I think something needs to be amended because running 4x for all body pieces and then 40+ more times for all weapons is ridiculous.
It never ceases to amaze me that some, who usually have good RNG, oppose making that easier on others.
Are you also opposed to the upcoming curation changes? Are you making posts against that?
The whole point of playing is to do something you enjoy.
A never-ending grind is not helpful for retaining users.
dk_dunkirk wrote: »From here: https://x.com/TFDUpdates/status/1818555260060811529. The First Decendant (which I've never played) is apparently going to implement a "guaranteed drop system," where the thing you're looking for is guaranteed to drop after a certain number of attempts. I've long thought that ESO should implement something like this.
The previous event had several unique style pages that dropped via various activities. I got "lucky" by having them drop after about an hour of doing each, but I know other people who spent 5 or 6 hours getting them, and people who NEVER got them. Especially for items like this, dropping during events, it seems to me there ought to be a "failsafe" where it would drop after a set number of tries. It would be extraordinarily frustrating to fail to get something you're trying to farm because you ran out of time. Like, "takes all the fun out of it" frustrating, and isn't "fun" supposed to be the point of a video game?
At the very least, if they won't implement a system like this, then they should make these kinds of items tradable, so you could buy one from a guild trader. (And, yes, I would then probably be complaining about the extortive prices for such things, but at least it would be possible.)
dk_dunkirk wrote: »I don't know that I would go so far as to say that we need guaranteed drops, but I also don't think that anyone should have to run DSA 100 time to get one lead. Maybe the two trains of thought can meet in the middle somewhere...
I've run Graven Deep twice now, specifically to farm the lead that drops from the secret bosses. There are 3, times 4 people, times two runs. That's 24 chances for the lead to drop, and it didn't for any of us. Do the creators of the game know how hard it is to get a group of people to run that dungeon, and do the secret bosses? There should be some consideration in the drop rate for something depending on how difficult it is to do the thing to get it. (And, yes, I've tried the group finder for this.) The lead at the end of HoF? Fine. People run that one all the time. Putting them in crappy dungeons people don't want to run? Ouch.