1.3 mil sounds excellent for almost completing everything. I spent 12 mil alone for the West Weald maps during the event, anywhere from 2g to 25k max per map, and well over 100 maps to maxthat out.
katanagirl1 wrote: »...Obtaining furnishings for your houses should not be this difficult. It didn’t used to be.
katanagirl1 wrote: »...Obtaining furnishings for your houses should not be this difficult. It didn’t used to be.
I probably wasn't playing when RNG for those was good. I don't remember Elsweyr, maybe didn't farm back then. Then Necrom was ok, except the treasure maps. But Infinite Archive was terrible! I'm still sick of that place. Why make it so bad?
Solstice RNG is certainly... RNG-ing. The first couple of weeks I had good "luck". Then in the weeks following, very little, like others report. I only check containers casually now. Likewise I expect the structural drops from Sunport dailies will be bad, just like West Weald Dawnwood plans wereit's not worth doing when you only get 1 purple per ~250 coffers.
Anyway...
Housing players are always here, rain or shine - regardless of whether there's any event on, or if general population is low. We're still online, making our own fun, building things for weeks!
But when it's too frustrating to get the parts, we'll also log out. Or potentially learn the bad lesson that it's not worth buying new chapters: why get it if the things we're excited about aren't attainable for 1-2 years after?I don't think this is a good thing; I want the game to be successful for years to come!
...I just post them at ridiculous prices for the rubes who think they might be the exception to the rule. (Sorry, Moon, I think very highly of you and appreciate the gold you've sunk into figuring out the system is rigged.)...
Some say that I don't get good drops if I farm too much...
The crocodile skull can also drop from chests. Stop digging it up if you don't want it to be the one lead from your chests.
TOTAL Solstice maps spent ONLY on 2/3 codex to date = 41
EMPTY maps = 39
Maps since last lead: 24
lol
I am truly struggling to understand the intended design goal of this. It's not a gold sink, because buying maps only shuffles gold around the player economy. It's not really a time sink, because digging maps up takes a trivial amount. There are no reliable and desirable rewards from maps. No one needs zone gear. The amount of gold from a chest won't cover a fast travel. The only apparent point of maps, a very rare drop to begin with, is the tiny chance of getting a lead that you then have to use the separate antiquity system to dig up. It's asinine. The only emergent effect from this set up is a bunch of frustrated and bitter decorating-focused players. I'd really like to understand what the design intention is for this set of interlocked systems.
@xencthlu I never said anything about it affecting drop rates. It is a proven fact that you cannot drop a lead already aquired unless you dig it up (or the whole collection for multi-part antiquities) or have it expire. All leads from a single drop pool, in this case treasure chests, can be target-farmed by not digging up other leads in said loot pool, allowing for eventually aquiring the one(s) you are after.
This is a fact and basic logic, and no, regardless of what anyone screams, there is nothing in game preventing you from getting any available lead except already having it or not the full collection (ie. Mythics) completed.
How often a lead drops is still 100000% up to the game's RNG, and any given playtime we can get lucky or have bad luck, however, the idea is work smarter not harder, and making sure you pick up and hold onto all other available leads until you get the one(s) you are after means you get what you want faster, and that much higher of a chance the next lead is that specific one rather than the wrobg leads over and over and over, etc. when you do get a drop.
@xencthlu I never said anything about it affecting drop rates. It is a proven fact that you cannot drop a lead already aquired unless you dig it up (or the whole collection for multi-part antiquities) or have it expire. All leads from a single drop pool, in this case treasure chests, can be target-farmed by not digging up other leads in said loot pool, allowing for eventually aquiring the one(s) you are after.
This is a fact and basic logic, and no, regardless of what anyone screams, there is nothing in game preventing you from getting any available lead except already having it or not the full collection (ie. Mythics) completed.
How often a lead drops is still 100000% up to the game's RNG, and any given playtime we can get lucky or have bad luck, however, the idea is work smarter not harder, and making sure you pick up and hold onto all other available leads until you get the one(s) you are after means you get what you want faster, and that much higher of a chance the next lead is that specific one rather than the wrobg leads over and over and over, etc. when you do get a drop.
katanagirl1 wrote: »@xencthlu I never said anything about it affecting drop rates. It is a proven fact that you cannot drop a lead already aquired unless you dig it up (or the whole collection for multi-part antiquities) or have it expire. All leads from a single drop pool, in this case treasure chests, can be target-farmed by not digging up other leads in said loot pool, allowing for eventually aquiring the one(s) you are after.
This is a fact and basic logic, and no, regardless of what anyone screams, there is nothing in game preventing you from getting any available lead except already having it or not the full collection (ie. Mythics) completed.
How often a lead drops is still 100000% up to the game's RNG, and any given playtime we can get lucky or have bad luck, however, the idea is work smarter not harder, and making sure you pick up and hold onto all other available leads until you get the one(s) you are after means you get what you want faster, and that much higher of a chance the next lead is that specific one rather than the wrobg leads over and over and over, etc. when you do get a drop.
I’m not convinced this works because I have gotten two leads from a single activity before, and more than just once.
katanagirl1 wrote: »@xencthlu I never said anything about it affecting drop rates. It is a proven fact that you cannot drop a lead already aquired unless you dig it up (or the whole collection for multi-part antiquities) or have it expire. All leads from a single drop pool, in this case treasure chests, can be target-farmed by not digging up other leads in said loot pool, allowing for eventually aquiring the one(s) you are after.
This is a fact and basic logic, and no, regardless of what anyone screams, there is nothing in game preventing you from getting any available lead except already having it or not the full collection (ie. Mythics) completed.
How often a lead drops is still 100000% up to the game's RNG, and any given playtime we can get lucky or have bad luck, however, the idea is work smarter not harder, and making sure you pick up and hold onto all other available leads until you get the one(s) you are after means you get what you want faster, and that much higher of a chance the next lead is that specific one rather than the wrobg leads over and over and over, etc. when you do get a drop.
I’m not convinced this works because I have gotten two leads from a single activity before, and more than just once.
This is irrelevant because I never said only one lead can drop at a time, and is not related to the topic.
EDIT: TREASURE CHESTS only get one drop, OTHER lead sources can drop multiple. Again though, getting two drops from a single source unrelated to treasure chests is unrelated to the topic of treasure maps.