The worse loot system in MMO history

  • Iluvrien
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    ...and this is why ZOS should have followed the suggestion that the best gear in the game should be crafted through it the end. Make crafting longer, harder and with more requirements to master but then let it actually provide the best gear in the game.

    The content? Let people run the content for the enjoyment of it, not for the loot drops. If people aren't interested in running something more than once? Design better content!
  • SteveCampsOut
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    mtwiggz wrote: »

    Anyways, I do however believe ALL items in games should be trade-able. You get an Undaunted light helmet, someone else has the same helmet in heavy, what's the issue with you two trading? Same goes for everything, other than items that have already been equip of course.

    If people are quitting the game because they can't get the items they want, so be it. Games are meant to be enjoyable, it's not about having the best of everything, it's about having fun. Something much of the gaming community has forgotten in the past years.

    I never understood how so many items could be bound to their people in the first place. I mean WHO THE HOLY BLANK casts a spell on an item that makes it attach itself to a person in the first place and where do I hunt them down and kill them? As far as I'm concerned, bound items are cursed items!
    Edited by SteveCampsOut on May 19, 2015 4:08AM
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  • Teiji
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    Iluvrien wrote: »
    ...and this is why ZOS should have followed the suggestion that the best gear in the game should be crafted through it the end. Make crafting longer, harder and with more requirements to master but then let it actually provide the best gear in the game.

    The content? Let people run the content for the enjoyment of it, not for the loot drops. If people aren't interested in running something more than once? Design better content!

    You can clear all content with just crafted gear and no jewellery if you really wanted to.

    Crafted gear is incredibly strong, has always been and always shall be.

    Itemisation is a sham in this game, they removed loads of incredible gear that also looked incredible before the game was released, for whatever reason.

    All Zenimax have to do is chime into threads like these and say "Hi community, season gear is being worked on, expect season gear for all roles and all armor types!" but they don't say this, they don't address this, they mention it at Quakecon 2014 that "season gear is coming"

    What is season gear? One heavy armor set for healing every 12 months? One heavy armor set, three months later a medium armor set, six months later a light armor set then three months later another heavy armor set?

    Zero details on season gear other than "it's coming". Probably can't say anything unless console sales go well.

    Game has been out for less than a year and it's already been "re-released", "re-branded" when the game has always been good, yet quality of life, quality of gameplay updates like itemisation, RNG dependence is never addressed and ESO:TU is marketed as a casual friendly game - which is true, as long as you're satisfied with playing the game with your friends with the promise, the guarantee of possibly never getting the gear you'd like, regardless how weak or strong it is, nor how cool it looks. Doesn't matter, buy a costume from the Crown Store if it bothers you so much.
    Edited by Teiji on May 19, 2015 4:55AM
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  • Faulgor
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    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Valymer
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    Faulgor wrote: »
    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.

    Only problem I see with that is they change skills (and thus the meta based on them) so damn often that I really cannot be bothered to raid over and over again to gather the materials necessary to remake new BiS gear every time the wind changes direction.

    And they have made legendary mats a lot harder to get now, although still 100% soloable. I see your point though.
    Edited by Valymer on May 19, 2015 4:36AM
  • Sausage
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    RNG makes sure people dont get them too easily, if they get them too easily, they start to whine new gears, because everyone has same stuff as they have, and Zen is forced to release new set of gears multiple times per year and that causes all kind of problems. Also ESO system promotes trading and sociality.
  • BrassRazoo
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    There should be no loot at all.
    Everything should just be in the Crown Store.
  • Iluvrien
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    Faulgor wrote: »
    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.

    Wait, what?!

    You are suggesting that a section of the crafting system should be contingent on Endgame combat-focussed content. Am I reading this right? If they are unwilling or unable to take part in endgame content they should be forced to buy their mats, the money for which will either require them to do more combat-focussed content... or to somehow work out a way to make vast amounts of money through crafting itself, a trick that very few crafters have actually managed.

    One of the crowning glories of the crafting system at the moment is that there is a way to master and produce masterwork items that does not require continuously resorting to combat:

    1) Collect the materials for your craft (by wandering/sneaking past mobs if need be).
    2) Collect enough Skyshards to level those skills. (see above)
    3) Collect items to teach you traits from chests.
    4) Collect trait stones from containers (with or without stealing)
    5) Refine mats to give you upgrade items.
    6) CRAFT

    It isn't pretty but it can be done. Nobody asks crafters to provide white items. They can get better than those in drops. Green is the lowest request I get for orders, usually blue or purple... and you want to make it harder for crafters to get these materials?

    No. Please, by the Lady of Dusk and Dawn. No.
  • Joy_Division
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    This would be *far* less of a problem if 99% of the gear in this game was not trash.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Faulgor
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    Iluvrien wrote: »
    Faulgor wrote: »
    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.

    Wait, what?!

    You are suggesting that a section of the crafting system should be contingent on Endgame combat-focussed content. Am I reading this right?

    Yes.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Robotmafia
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    yeah I wouldn't say worste... many mmos use this or a similar system.. I feel in ESO you almost get to much loot.. look at the market and how its flooded with gear.. gear that used to sell for 50k now costs 2-10k maybe.. this also makes getting certain gear less exciting than it should be..
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  • C0pp3rhead
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    As a healer, I have 3 Master's bows, a few Master's Destro Staffs, and a few others. Still no Master's Resto staff from either PvP or DSA rewards. Guess what? 2/3 of those bows are sharpened.
    I have 3 Maulbeth's helms, no shoulders, all with the Sturdy trait.
    I have 2 Maw of the Infernal Helms, and 5 shoulders for the set.
    I have 2 Mephala's Helms and 1 shoulder - 1 sturdy, 1 Well-Fitted, the other Infused.
    I have 2 Nirien'eth's Pauldrons, still no helm.
    I have 1 Valkyn Skoria helm (despite doing it once a day for almost a month), and 1 Valkyn shoulder (both Well-Fitted).
    The only Engine Guardian helm I have received was V1, still no shoulders.
    I have 1 Bloodspawn shoulders, no helm.
    I have never looted a piece of the Lich set, despite a solid week of large-group Dolmen farming.

    This game has some serious RNG issues. Whatever factor they tied RNG to, they did it poorly.
    Edited by C0pp3rhead on May 19, 2015 6:51AM
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  • Vahrokh
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    Maddhawk wrote: »
    I'm guessing those complaining, have never played a korean MMO before.

    You talk like being a masochist who willingly subjects himself to self torture, ethernally grinding the same trite NPCs for days, with the harshest penalties for any mistake and with a slaved man mentality teached in some eastern cultures is a qualifying point of sorts. Or gives some particular insight others don't have.

    It's not. Actually we should have compassion for people willingly subjecting themselves to such ordalies.
  • Iluvrien
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    Faulgor wrote: »
    Iluvrien wrote: »
    Faulgor wrote: »
    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.

    Wait, what?!

    You are suggesting that a section of the crafting system should be contingent on Endgame combat-focussed content. Am I reading this right?

    Yes.

    I see. Then I have little else I can add to my earlier post except possibly clarity and brevity:

    No. This idea sucks.
  • pugyourself
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    Solution: Buff crafted sets so they are superior to dropped ones.
  • Dixa
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    Worst loot system in mmo history? This is not a claim you can make if you have clearly never played a Korean mmorpg.

    Have we already forgotten how loot works in those games? How you can clear every boss in a tough dungeon and not a single item dropped for anyone from those bosses? That's right - nothing. Not even vendor trash. Why? Gambling is something they just love over there, from the lockbox nonsense we deal with in f2p games to the enchanting system their games all have to gambling if the bosses will even drop anything at all.

    Worse loot system in mmo history...lawls. In YOUR personal playing history, maybe.
  • Dixa
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    Grao wrote: »
    I think he is more upset that his friend got his weapon on his first clear. After all, a dsa clear guarantees a set bonus or master weapon. Most MMO don't guarantee you will get a thing. Usually only 1/4 the party gets anything. Here we all win.

    I am pissed I've been completing DSA almost every day for the past three months and am just as close to getting the weapon I actually need as was the first time I cleared that content. I am sorry I expect the game to be at least a little bit fair? I mean, surely you don't think loot drop should be defined only by luck, do you? There should be some sort of chance increase if you completed the same content over 60 times, or am I wrong here?

    And here we don't all win at all? You are not guaranteed a Master weapon upon completing DSA. On the run my friends got the weapon I need, I got two useless greens and a soul gem. It felt super rewarding.

    I hate to break it to you, but a fully random system is a truly "fair" way of doing things.

    token systems? rewards those with more time to play than others. in any game where relative power comes from loot and especially in a game where pve items are used in pvp - this is an unfair system.

    guaranteed drops? quick rewards do not incentivize long-term playing. see: guild wars 2.

    there is no system where this kind of thread would not be made about it.
  • Lionxoft
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    Dixa wrote: »
    Grao wrote: »
    I think he is more upset that his friend got his weapon on his first clear. After all, a dsa clear guarantees a set bonus or master weapon. Most MMO don't guarantee you will get a thing. Usually only 1/4 the party gets anything. Here we all win.

    I am pissed I've been completing DSA almost every day for the past three months and am just as close to getting the weapon I actually need as was the first time I cleared that content. I am sorry I expect the game to be at least a little bit fair? I mean, surely you don't think loot drop should be defined only by luck, do you? There should be some sort of chance increase if you completed the same content over 60 times, or am I wrong here?

    And here we don't all win at all? You are not guaranteed a Master weapon upon completing DSA. On the run my friends got the weapon I need, I got two useless greens and a soul gem. It felt super rewarding.

    I hate to break it to you, but a fully random system is a truly "fair" way of doing things.

    token systems? rewards those with more time to play than others. in any game where relative power comes from loot and especially in a game where pve items are used in pvp - this is an unfair system.

    guaranteed drops? quick rewards do not incentivize long-term playing. see: guild wars 2.

    there is no system where this kind of thread would not be made about it.

    Separating PvP and PvE Itemization or Battle Leveling. Token->XP conversion mystic (Long term replayability solution)
    In regards to the PvP comment, there's quite a bit of interest from the pvp community to have a vet campaign VR1+ that utilizes the non-vet rulesets/stat leveling. The utilization of PvE gear in a PvP environment is in my opinion asking for a balance disaster which is pretty much what we have seen with the 1.6+ time to kill. A good sorc can essentially set up a full health nuke from range or a NB set up an instant kill rotation. Those are just some common examples but I do play all of the classes and each has their benefits but those seem to have the best burst in my personal experience. PvP isn't as fun when it's a quick kill or be killed scenario.

    With all that said I think that introducing a PvP statistic such as toughness/expertise/resilience or setting the battle leveling would allow for a token system to be implemented for both PvP and PvE content. Once a player has all the BIS gear then they can take their tokens to a mystic and convert it to XP for champ system progression to ensure long term player participation. You could even cap the mystic "transactions" per week if you needed to but I really don't think you would since grinding is still to this day the best method of earning Champion System progression.

    Luck System
    Another method that could work to enhance the current system instead of a token system would be to implement a luck value. Where your luck starts at a reasonable value but as you progress through end game content without a "Rare" drop then that luck value increases essentially increasing your chance at a moderate rate in order to receive a rare drop. Ultra rare drops could be implemented at the same time however those could be immune to the luck system roll. Players should NEVER go on dry spells where they get green items only. That's absolutely absurd and should have been fixed before the game launched. We have for sure been clamoring to have it resolved since then but to no avail.

    A boss should never be dropping voidsteel daggers or jewelry that has no set bonuses lol. More than a year later and I'm not certain why this is still a thing.
  • Rodario
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    If not tokens or group loot share/trade, just give us vanilla/BC WoW's loot system. They had it completely right imo.
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  • war_crescatb16_ESO
    war_crescatb16_ESO
    Soul Shriven
    This game has become b2p and hence ZOS has no incentive at all to change to tokens or make rng fair in any way. But I am convinced we have a real chance of getting some sort of "Morph"-consumable in the crown store soon for 500 to 1.000 crowns to morph your master weapons etc. to the right one or change trait etc.
  • Faulgor
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    Iluvrien wrote: »
    Faulgor wrote: »
    Iluvrien wrote: »
    Faulgor wrote: »
    The biggest problem is that there's nothing of value to be found anyway. You can complete all content just fine with crafted gear, which is often even superior.

    If they really wanted to make crafting the definitive way to acquire gear, they should have at least made it so certain crafting ingredients are only available from (endgame) content. Style materials should only drop from enemies of that race, legendary boosters should only drop from bosses, crafting stations placed in the boss room of difficult dungeons, etc. Funnel everything back to crafting if you must, but keep the ingredients behind a playwall. If players are unable or unwilling to do that content, they can buy their mats.

    Wait, what?!

    You are suggesting that a section of the crafting system should be contingent on Endgame combat-focussed content. Am I reading this right?

    Yes.

    I see. Then I have little else I can add to my earlier post except possibly clarity and brevity:

    No. This idea sucks.

    I think it sucks that there is no point in doing endgame content because I can craft superior endgame gear since level 40. Nobody does content just "for the enjoyment of it", as you suggest. That's the recipe for a dead game, which is why they added the daily undaunted pledges in the first place.

    I really do like crafting, and having to go hunt for high level ingredients to craft the best gear would, IMO, only strengthen the importance of crafting without taking away from endgame content. We already have a similar system with the Nirnhoned trait, which is poorly executed, but the direction I'd want to see crafting expanding in.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Cherryblossom
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    ZOS is obviously not aware you can make inteligent RNG, it's quite possible to make an algorithm that would look at a character and base loot tables on the players stats and current set up. This would greatly improve RNG but also keep people coming back to play.
    But as we all know ZOS developers do not read the forums or give a dam about what the player base thinks, so no one should hold their breaths for any improvement.
  • Gandrhulf_Harbard
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    If people are quitting the game because they can't get the items they want, so be it. Games are meant to be enjoyable, it's not about having the best of everything, it's about having fun. Something much of the gaming community has forgotten in the past years.

    I have fun when my effort towards a desired goal is rewarded.

    RNG loot drops DO NOT do that.

    And in fact they do not in any way guarantee replayability, because I may - randomly - get exactly what I want on my first run through.

    With a "token" system if I know I need to do 10 runs to get X gear then that is ten guaranteed runs. If then I can upgrade X by completing another 20 runs that's more replayability.

    With RNG the tendency is to have the chance of me getting the loot I want so low that instead of guaranteeing replayability it guarantees frustration.

    I play MMORPGS to wash away frustration, not to add to it.

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  • Razzak
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    Even though we have champion system which could be the most time consuming vertical progression in a MMO, I don't think ESO is a game you are supposed to play for months or even years. It's B2P and imo, ZOS values initial sale of a box above everything else. Hence such poor rewards for accomplishments and no apparent intention to change that.
  • leshpar
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    You all need to pray to the Daedric Lord of RNG.
  • Faulgor
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    If people are quitting the game because they can't get the items they want, so be it. Games are meant to be enjoyable, it's not about having the best of everything, it's about having fun. Something much of the gaming community has forgotten in the past years.

    I have fun when my effort towards a desired goal is rewarded.

    RNG loot drops DO NOT do that.

    And in fact they do not in any way guarantee replayability, because I may - randomly - get exactly what I want on my first run through.

    With a "token" system if I know I need to do 10 runs to get X gear then that is ten guaranteed runs. If then I can upgrade X by completing another 20 runs that's more replayability.

    With RNG the tendency is to have the chance of me getting the loot I want so low that instead of guaranteeing replayability it guarantees frustration.

    I play MMORPGS to wash away frustration, not to add to it.

    All The Best

    The problem I have with token-based systems is that it's pretty much the definition of a themepark. You repeat the same thing over and over again until you have enough to put into the slot machine and get what you want. Afterwards the content is never re-run because you got everything you want and token-bought items are usually bind on pickup, so you can't even sell your surplus.
    RNG on the other hand is the mechanic of a sandbox. You can maximize your chance for loot in several ways that are not dictated by the game, such as grouping with friends, optimizing your build for a specific enemy, doing something else to earn the gold and buy what you need on the market, etc. pp. It's much more dynamic and immersive than an NPC-shaped slot machine.

    ESO's problem is that it combines RNG with bind on pickup, which is stupid.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Dixa
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    Itemization is not as big of a problem as getting people to last long enough to see it.

    So many drop off doing the cadwell silver grind. Speeding up vr1-14 should come first before we start to reward the small percentage of total players able to do DSA and what not on a level where this issue actually matters.
  • MAOofDC
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    I was going to start a whole thread about my issue then I found this one.

    I have run the vet pledge everyday for months now and I have not gotten a single monster helm drop. NOT ONE HELMET! If I had at least gotten one I didn't want I wouldn't complain but not one really?!?! My guildmate's wife has run two(2) just two vet dungeon in her life and guess what, she not only got a helm drop, but THE EXACT helm she wants. Now I've seen the helm I wanted drop in my groups and of course the guys who got them already had them 4 times over and didn't need or want it and promptly DCed it for the mats.

    For the love of Pete put in a system where by group members can trade brand new bound items among themselves. Or better yet make the helms and master weapons BoE.

    Speaking of the lackluster master weapons. Why the hell do they use a charge EVERYTIME they are used, even though the enchantment only affects ONE ability? The other MAJOR issue is they are completely discharged with 30 uses? I can use a crafted weapon without the extra charges trait and run DSA twice without needing to use a soulgem, but the so called master weapon needs to be recharged damn near every round of DSA.
    Edited by MAOofDC on May 19, 2015 10:02AM
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  • Grao
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    Sausage wrote: »
    RNG makes sure people dont get them too easily, if they get them too easily, they start to whine new gears, because everyone has same stuff as they have, and Zen is forced to release new set of gears multiple times per year and that causes all kind of problems. Also ESO system promotes trading and sociality.

    I am sorry, but you can't trade or sell Master Weapons. Actually, several of the best in slot pieces are BoP, if that wasn't the case, this game's horrible RNG wouldn't be so much a problem as it is.

    As for what other MMOs do, at least they have the decency of not putting *** on the Loot Table for the completion of an objective. Why are Soul Gems a viable reward for the last Chest V-DSA? Why are there completely useless greens on that loot table? It makes no sense.

    ZoS believes making loot hard to get by placing it behind a wall of horrible RNG is the solution for this game's lack of content. Well, it is a crappy, lazy solution at best. At worst, it chases players from the game. It is not fun to go over content for no reward, it is simple as that.
  • Grao
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    ZOS is obviously not aware you can make inteligent RNG, it's quite possible to make an algorithm that would look at a character and base loot tables on the players stats and current set up. This would greatly improve RNG but also keep people coming back to play.
    But as we all know ZOS developers do not read the forums or give a dam about what the player base thinks, so no one should hold their breaths for any improvement.

    ZOS is very much aware they can make a better, more intelligent loot system, they just don't want to do it because they believe stupid RNG = Re-playability, which is pure crap.

    Horrible RNG that doesn't improve no matter how good you are at the game or how dedicate you = Frustration and anger, not re-playability. Horrible RNG = Losing players. Horrible RNG can't cover for the lack of new content in this game.
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