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.
...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!
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.
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.
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?
I'm guessing those complaining, have never played a korean MMO before.
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.
Giles.floydub17_ESO 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.
Giles.floydub17_ESO 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.
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.
wholt200ub17_ESO wrote: »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.
Gandrhulf_Harbard wrote: »wholt200ub17_ESO wrote: »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
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.
Cherryblossom wrote: »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.