SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
FlopsyPrince wrote: »SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
That was the "crafting" event, right? That one didn't even give many things out for crafting!
FlopsyPrince wrote: »SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
That was the "crafting" event, right? That one didn't even give many things out for crafting!
Necrotech_Master wrote: »FlopsyPrince wrote: »SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
That was the "crafting" event, right? That one didn't even give many things out for crafting!
the "crafting" event was the zenithar one, which happened after the anniversary event
SilverBride wrote: »FlopsyPrince wrote: »SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
That was the "crafting" event, right? That one didn't even give many things out for crafting!
The Anniversary Jubilee Event.
SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
wolfie1.0. wrote: »One of the only reasons the style pages are desirable IS because of how rare they drop.
Make something too common and no one wants it, no one will go out of their way to get it.
Once you have everything the desire to continue playing goes out the window.
If you have nothing the desire to commit to a game is fleeting.
All things need balancing and some items should be harder to get than others.
SilverBride wrote: »FlopsyPrince wrote: »SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
That was the "crafting" event, right? That one didn't even give many things out for crafting!
The Anniversary Jubilee Event.
SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
ChaoticWings3 wrote: »SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
I honestly didn't think of that. I am having lead issues with Betnikh for the war drum and ayleid well. Spent a long time just running around that island with only getting the lead for the malacath band within about 80 enemies which is reasonable. Now after 300 to 500 enemies neither one of the furniture items are dropping and I'm also grabbing every node to try to get the well too. Nothing. I honestly think they accidently added a period in front of those lead drop rates (as an example instead of 10% it is .10%....kind of a big difference there). I suggested a similar thing but I can see how that could be an issue if it causes data inefficiency.
Still, considering we don't know how the drop rates operate for leads this was a reasonable conclusion. It may be better to increase the rates based on the difficulty of the lead itself. 80% for green 70% for blue (those 2 being mostly treasure map ones where the treasure maps are still not stackable......). 40% for purple. 20% for master level gold (mythic items mostly). 10% for ultimate level difficulty (some furniture items). I think these rates would fair and not next to impossible however I will reiterate from the post in the topic I made. We really do not know how the lead drop rates function so we can only really speculate how it works and speculate how to improve it.
FlopsyPrince wrote: »ChaoticWings3 wrote: »SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
I honestly didn't think of that. I am having lead issues with Betnikh for the war drum and ayleid well. Spent a long time just running around that island with only getting the lead for the malacath band within about 80 enemies which is reasonable. Now after 300 to 500 enemies neither one of the furniture items are dropping and I'm also grabbing every node to try to get the well too. Nothing. I honestly think they accidently added a period in front of those lead drop rates (as an example instead of 10% it is .10%....kind of a big difference there). I suggested a similar thing but I can see how that could be an issue if it causes data inefficiency.
Still, considering we don't know how the drop rates operate for leads this was a reasonable conclusion. It may be better to increase the rates based on the difficulty of the lead itself. 80% for green 70% for blue (those 2 being mostly treasure map ones where the treasure maps are still not stackable......). 40% for purple. 20% for master level gold (mythic items mostly). 10% for ultimate level difficulty (some furniture items). I think these rates would fair and not next to impossible however I will reiterate from the post in the topic I made. We really do not know how the lead drop rates function so we can only really speculate how it works and speculate how to improve it.
Server load is irrelevant. Do you think scribing didn't impact "load"?
They have to work on the core issues, not ignore making the game better for such a claim.
FlopsyPrince wrote: »ChaoticWings3 wrote: »SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
I honestly didn't think of that. I am having lead issues with Betnikh for the war drum and ayleid well. Spent a long time just running around that island with only getting the lead for the malacath band within about 80 enemies which is reasonable. Now after 300 to 500 enemies neither one of the furniture items are dropping and I'm also grabbing every node to try to get the well too. Nothing. I honestly think they accidently added a period in front of those lead drop rates (as an example instead of 10% it is .10%....kind of a big difference there). I suggested a similar thing but I can see how that could be an issue if it causes data inefficiency.
Still, considering we don't know how the drop rates operate for leads this was a reasonable conclusion. It may be better to increase the rates based on the difficulty of the lead itself. 80% for green 70% for blue (those 2 being mostly treasure map ones where the treasure maps are still not stackable......). 40% for purple. 20% for master level gold (mythic items mostly). 10% for ultimate level difficulty (some furniture items). I think these rates would fair and not next to impossible however I will reiterate from the post in the topic I made. We really do not know how the lead drop rates function so we can only really speculate how it works and speculate how to improve it.
Server load is irrelevant. Do you think scribing didn't impact "load"?
They have to work on the core issues, not ignore making the game better for such a claim.
SilverBride wrote: »AngryPenguin wrote: »The most soul destroying gaming experience I've ever had was the grind for the style pages during the 10th anniversary event. That was so the opposite of a celebration it made the event truly unforgettable.
That was absolutely the most horrific grind in any of the games I've played ever. The worst part is we begged for some conversation about it and not one single word was ever communicated back to us.
I've attempted to farm all of the mask style pages over the years and I can say with a high degree of certainty that my account RNG is set to the absolute lowest setting. I've watched time and time and time again as everyone in my group has gotten style pages drops and I've gotten zilch. It's become a running theme with my circle of friends, because it's almost guaranteed that I will not get the drop. I've come to accept it, and I'll generally only run if my friends are running and need help. I would rather do something else and make gold so that I can just buy it from a guild trader without the frustration of missing out due to poor RNG.
FlopsyPrince wrote: »ChaoticWings3 wrote: »SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
I honestly didn't think of that. I am having lead issues with Betnikh for the war drum and ayleid well. Spent a long time just running around that island with only getting the lead for the malacath band within about 80 enemies which is reasonable. Now after 300 to 500 enemies neither one of the furniture items are dropping and I'm also grabbing every node to try to get the well too. Nothing. I honestly think they accidently added a period in front of those lead drop rates (as an example instead of 10% it is .10%....kind of a big difference there). I suggested a similar thing but I can see how that could be an issue if it causes data inefficiency.
Still, considering we don't know how the drop rates operate for leads this was a reasonable conclusion. It may be better to increase the rates based on the difficulty of the lead itself. 80% for green 70% for blue (those 2 being mostly treasure map ones where the treasure maps are still not stackable......). 40% for purple. 20% for master level gold (mythic items mostly). 10% for ultimate level difficulty (some furniture items). I think these rates would fair and not next to impossible however I will reiterate from the post in the topic I made. We really do not know how the lead drop rates function so we can only really speculate how it works and speculate how to improve it.
Server load is irrelevant. Do you think scribing didn't impact "load"?
They have to work on the core issues, not ignore making the game better for such a claim.
FlopsyPrince wrote: »ChaoticWings3 wrote: »SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
I honestly didn't think of that. I am having lead issues with Betnikh for the war drum and ayleid well. Spent a long time just running around that island with only getting the lead for the malacath band within about 80 enemies which is reasonable. Now after 300 to 500 enemies neither one of the furniture items are dropping and I'm also grabbing every node to try to get the well too. Nothing. I honestly think they accidently added a period in front of those lead drop rates (as an example instead of 10% it is .10%....kind of a big difference there). I suggested a similar thing but I can see how that could be an issue if it causes data inefficiency.
Still, considering we don't know how the drop rates operate for leads this was a reasonable conclusion. It may be better to increase the rates based on the difficulty of the lead itself. 80% for green 70% for blue (those 2 being mostly treasure map ones where the treasure maps are still not stackable......). 40% for purple. 20% for master level gold (mythic items mostly). 10% for ultimate level difficulty (some furniture items). I think these rates would fair and not next to impossible however I will reiterate from the post in the topic I made. We really do not know how the lead drop rates function so we can only really speculate how it works and speculate how to improve it.
Server load is irrelevant. Do you think scribing didn't impact "load"?
They have to work on the core issues, not ignore making the game better for such a claim.
Server load is only an issue when it becomes a problem with the game's performance. Oh, wait!
There are notably better ways to address the issue than having the server track progress on every lead for every account. That would be a huge database on its own. Seriously, if the odds are 1:50, does someone want to keep those odds and face having to attempt some leads 50 times? Just seems like a bad idea overall.
Adjusting the chance, the dice roll, so the odds are more favorable is not only easier to implement but seems to be a lot better for us players.
SilverBride wrote: »Keep RNG but... make it so every time a chest is opened or a boss defeated or whatever the source for the lead or item is, the RNG percentage increases.
So if there is a 10% chance to get said item from a delve boss for example, increase that to 15% the next time the boss is encountered, and so on. This will guarantee that the player isn't spending a year and still never getting the item.
They curated dungeon drops so why not this, too?
That would be a great idea if it were not a lot of info the servers would need to keep track of and server load is already an issue. That would be the main reason Zenimax would not implement it.
KekwLord3000 wrote: »It's an MMO the whole idea is to grind for gear/collectibles fighting the RNG.
If you want something more casual that you can just login play without much investment go play shooter games.
RNG was made so games like MMO's keep players doing the same activities for years and not leaving after a few months.
KekwLord3000 wrote: »It's an MMO the whole idea is to grind for gear/collectibles fighting the RNG.
If you want something more casual that you can just login play without much investment go play shooter games.
RNG was made so games like MMO's keep players doing the same activities for years and not leaving after a few months.
Ran another few rounds of IA last night. I've earned about 100k of the IA currency and have about half the gear from there (all classes sets). I still haven't had a single lead for the torc drop which is the ONLY reason why I would run the uber-boring IA in the first place.
I don't understand the thought process of the people deciding the drop rate for this item. Get players to want to play your game through actually good and entertaining content, not through hiding a single item behind a grind-wall that forces people to do the same horribly boring and repetitive content over and over again for weeks!
WTH