FlopsyPrince wrote: »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.
The server has to do many things. You can't add ANYTHING without increasing data and code on the server. Are you really insisting that the game can track all the other stuff it tracks, but just knowing if we have something and tracking progress is intolerable?
Ignoring this too much will kill the game. Perhaps not exactly this, but they are all most straws, or even logs, added to the back of the camel. That back will eventually break.
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.
It's not about server load, it's about changing what the chest 'knows', from random generation where it doesn't need to 'know' what's generated, or what has been, or what needs to be, to having to generate something specific. The info is already in the server, it's not at the point of collection- the chest, (or other form of drop) Zos has to recode how the chests/drops work. That's all.
They explained this in a video about the IA chests.
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
Drammanoth wrote: »In regards to RNG... wouldn't it help if we had some perks in the Craft tree OR a skill line titled eg. Adventurer, where we increase our chances of getting something while being less and less on the mercy of RNGsus...
Instead of pure RNG, I would prefer stuff to be awarded for a set amount of effort. For example, complete a zone daily 30 times for the achievement or clear the first arc in IA 50 times to get a new mount. The new lead in Halls of Fabrication follows this logic, since it's a guaranteed drop.
Instead of pure RNG, I would prefer stuff to be awarded for a set amount of effort. For example, complete a zone daily 30 times for the achievement or clear the first arc in IA 50 times to get a new mount. The new lead in Halls of Fabrication follows this logic, since it's a guaranteed drop.
It isn't guaranteed as such.
The Gold Road leads have somewhere around 75 - 100% drop chance, depending on the lead, for the 1st lead only. As there are typically 3 lore entries for a lot of antiquity leads, the 2nd and 3rd leads are at the same drop chance as older leads tend to be - annoyingly it shows ZOS is capable of having a variable RNG.
They could do the same in reverse, giving a 100% drop chance after x number of attempts.
MidniteOwl1913 wrote: »WHile it's a good idea there is a big difference between keeping track of attempts and keeping track of things. The data that you already have something is saved right now. Trivial to look that up and adjust the odds. Keeping track per player of attempts to accomplish a task would require code and more server space to store the data.
MidniteOwl1913 wrote: »WHile it's a good idea there is a big difference between keeping track of attempts and keeping track of things. The data that you already have something is saved right now. Trivial to look that up and adjust the odds. Keeping track per player of attempts to accomplish a task would require code and more server space to store the data.
Yes/No.
While it would require code - that code is already implemented as shown by the GR antiquities.
While it would require storage space - that space is already implemented as shown by the GR antiquities.
All that would be different is the implementation. Such as:
At present it is something like - [Code] Does the player have this lead? [Stored Data] Yes or No. [Code] If "No" then drop rate is 100% else drop rate is 5%.
Implementing my system would be: - [Code] How many containers has this player looted? [Stored Data] x Number. [Code] If number exceeds 20 then drop rate is 100% else drop rate is 5%.
Same resources used, same code checks, different outcome.
MidniteOwl1913 wrote: »If leads are all you are talking about maybe. But RNG is everywhere. What about the style pages like the anniversary ones? Pretty sure the game doesn't store how many dolmens I have run.
MidniteOwl1913 wrote: »WHile it's a good idea there is a big difference between keeping track of attempts and keeping track of things. The data that you already have something is saved right now. Trivial to look that up and adjust the odds. Keeping track per player of attempts to accomplish a task would require code and more server space to store the data.
Yes/No.
While it would require code - that code is already implemented as shown by the GR antiquities.
While it would require storage space - that space is already implemented as shown by the GR antiquities.
All that would be different is the implementation. Such as:
At present it is something like - [Code] Does the player have this lead? [Stored Data] Yes or No. [Code] If "No" then drop rate is 100% else drop rate is 5%.
Implementing my system would be: - [Code] How many containers has this player looted? [Stored Data] x Number. [Code] If number exceeds 20 then drop rate is 100% else drop rate is 5%.
Same resources used, same code checks, different outcome.
Edit: I'd point out that there are addons that track whether or not you have a style page, or recipe, or lead etc. They don't store what you have, they pull that data from the server - i.e. the stored data already exists.
MidniteOwl1913 wrote: »If leads are all you are talking about maybe. But RNG is everywhere. What about the style pages like the anniversary ones? Pretty sure the game doesn't store how many dolmens I have run.
ChaoticWings3 wrote: »
I think style pages can be taken into an account with a similar formula. For example, with the dungeon mask runs, if there is a 5% chance of it dropping, and it fails to drop after x amount of times the next drop would be guaranteed. The antiquity system and style pages work very similarly so implementation wouldn't be too hard for a system like that to occur. Also that anniversary event rng was some of the worse I have ever seen from the game and I hope we never have anything like that occur again.
I'm not sure if this applies to everything you are looking for, but if it's in a zone or dungeon, how about chances increase with the % of the sticker book you have completed, with a guaranteed drop at 100% completion, and then when you have all the codex entries (in the case of leads), it reverts back to normal?
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.
It's not about server load, it's about changing what the chest 'knows', from random generation where it doesn't need to 'know' what's generated, or what has been, or what needs to be, to having to generate something specific. The info is already in the server, it's not at the point of collection- the chest, (or other form of drop) Zos has to recode how the chests/drops work. That's all.
They explained this in a video about the IA chests.
What I replied was not about what the chest knows. The comment I replied to was about a means to cap how many attempts we had to make to get a lead which would mean that leads.
But thank you for sharing.
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.
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.
It's not about server load, it's about changing what the chest 'knows', from random generation where it doesn't need to 'know' what's generated, or what has been, or what needs to be, to having to generate something specific. The info is already in the server, it's not at the point of collection- the chest, (or other form of drop) Zos has to recode how the chests/drops work. That's all.
They explained this in a video about the IA chests.
What I replied was not about what the chest knows. The comment I replied to was about a means to cap how many attempts we had to make to get a lead which would mean that leads.
But thank you for sharing.
"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."
Not the issue, stopping curated drops. As explained above.
"But thank you for sharing."
There's no need for that.
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.
They already implemented it for Gold Road leads. And also that isn't how server load works. Having a massive database per player - there already is one - that's how achievements work.
Adding to the list of databases does increase server load as it is another query that goes on. More server requests = more server load. That is exactly how servers work.
Again, I noted in a previous post an easier solution that reduces the number of attempts we will make to get a lead.
Adding to the list of databases does increase server load as it is another query that goes on. More server requests = more server load. That is exactly how servers work.
Again, I noted in a previous post an easier solution that reduces the number of attempts we will make to get a lead.
Generating the loot table is 1 request. Then a query to the loot table is another 1 request. Two in total. Having a capped RNG doesn't alter that.
Adding to the list of databases does increase server load as it is another query that goes on. More server requests = more server load. That is exactly how servers work.
Again, I noted in a previous post an easier solution that reduces the number of attempts we will make to get a lead.
Generating the loot table is 1 request. Then a query to the loot table is another 1 request. Two in total. Having a capped RNG doesn't alter that.
AnduinTryggva wrote: »There gets to a point where (if RNG is against you) trying to get that mask style, that lead, that once only cosmetic becomes tedious and soul-destroying!
Wasting hours and even days trying, continuously... and then not to have the desired "object" is a kick I the teeth.
It's too painful and sickening, especially when someone else who runs the content and has great RNG.. and ultimately gets the drop either immediately or within a couple of runs.
Doesn't this system need to be adjusted, or changed?
I don't want to waste my gaming time anymore, hoping to get that one thing I desire.
And yeah... you'll say, you don't have to do it... and now... I won't.
This RNG would not be such an issue if prices on guildstore would be more accessible to average players with average gold coffers. And if less rng items would be bound to the character.
Obviously, we don't know what happens on the server, but we can pretend.
Capped RNG would require that some data storage be accessed to determine the history. The server cannot cap RNG if it does not know what happened previously. The client cannot be trusted to provide this information. Whether this is a database access to store across player sessions or something that is stored in the user's current session information, this will increase the load. Curated drops are stored across sessions, so that is stored in some database. Drop chances that are curated come with additional database activity. Capped RNG would not have to be like that and could reset with each new login. It may not need additional database activity, but will require additional storage, which could be "local" to the server "instance" that is temporarily handing the user's session.
Adding to the list of databases does increase server load as it is another query that goes on. More server requests = more server load. That is exactly how servers work.
Again, I noted in a previous post an easier solution that reduces the number of attempts we will make to get a lead.
Generating the loot table is 1 request. Then a query to the loot table is another 1 request. Two in total. Having a capped RNG doesn't alter that.
Adding to the list of databases does increase server load as it is another query that goes on. More server requests = more server load. That is exactly how servers work.
Again, I noted in a previous post an easier solution that reduces the number of attempts we will make to get a lead.
Generating the loot table is 1 request. Then a query to the loot table is another 1 request. Two in total. Having a capped RNG doesn't alter that.