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
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.
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
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.
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.
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
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
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.
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.
From my experience, I like the combat to be fun in itself, and the content to be rewarding.
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
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.
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.
From my experience, I like the combat to be fun in itself, and the content to be rewarding.
I agree. I have no problem running DSA over and over again, well... At least Vet DSA, normal DSA is a bit boring. The problem is, having the RNG blocking my way to a good reward generates quite a bit of frustration and that ruins the fun of going over the content.
So why not remove or improve that RNG, so it is not solely based on luck?
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
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.
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.
From my experience, I like the combat to be fun in itself, and the content to be rewarding.
I agree. I have no problem running DSA over and over again, well... At least Vet DSA, normal DSA is a bit boring. The problem is, having the RNG blocking my way to a good reward generates quite a bit of frustration and that ruins the fun of going over the content.
So why not remove or improve that RNG, so it is not solely based on luck?
For reasons mentioned above, I'd rather see it improved than removed, and there are lots of ways to do so.
For one, the actual reward should be better. In the case of Vet DSA, master weapons are currently not worth the hassle.
Second, you should always get something worthwhile that is unavailable or much rarer from other sources - no, not soul gems or a bit of gold. Kuta runes, Dreugh Wax, Tempering Alloy, rare crafting motifs, extra undaunted keys, etc. There are already some good options in the game, but there could be more.
Third, rewards should be BoE and not BoP. I know this is controversial, but it increases longevity of the content, makes gold more useful for trading and decreases frustration ending up with something you didn't want. In the case of veteran group dungeons, I repeatedly had to deconstruct items of the worm cult and savior's hide set because I already had them, they were clogging my inventory/bank space and there was no way to trade them. This is just awful.
Merlin13KAGL wrote: »They should at least have the courtesy to drop a Hamster Wheel as a collectible trophy item.
You could activate it, and it would change your Master's Weapon into an alternate version (for a limited time, of course)
I feel your pain OP. I don't even have a wall to place the Master's Greatswords my character has little use for.
Merlin13KAGL wrote: »They should at least have the courtesy to drop a Hamster Wheel as a collectible trophy item.
You could activate it, and it would change your Master's Weapon into an alternate version (for a limited time, of course)
I feel your pain OP. I don't even have a wall to place the Master's Greatswords my character has little use for.
I am already on my 3rd vr14 Master Sword here... >.>
Soon I will have enough weapons I have no use at all for to open an armory.
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.
Frenkthevile wrote: »
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
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.
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
ZOS current policy about nerfing grind spots and this horrible loot system are the company's attempt to hide how little content ESO actually offers after one year out in the market.
From my experience, I like the combat to be fun in itself, and the content to be rewarding.
I agree. I have no problem running DSA over and over again, well... At least Vet DSA, normal DSA is a bit boring. The problem is, having the RNG blocking my way to a good reward generates quite a bit of frustration and that ruins the fun of going over the content.
So why not remove or improve that RNG, so it is not solely based on luck?
For reasons mentioned above, I'd rather see it improved than removed, and there are lots of ways to do so.
For one, the actual reward should be better. In the case of Vet DSA, master weapons are currently not worth the hassle.
Second, you should always get something worthwhile that is unavailable or much rarer from other sources - no, not soul gems or a bit of gold. Kuta runes, Dreugh Wax, Tempering Alloy, rare crafting motifs, extra undaunted keys, etc. There are already some good options in the game, but there could be more.
Third, rewards should be BoE and not BoP. I know this is controversial, but it increases longevity of the content, makes gold more useful for trading and decreases frustration ending up with something you didn't want. In the case of veteran group dungeons, I repeatedly had to deconstruct items of the worm cult and savior's hide set because I already had them, they were clogging my inventory/bank space and there was no way to trade them. This is just awful.
Definitely agree, the point of this thread is not to advocate scrapping the current loot system, but improving it, making it less reliant on pure luck, but also rely on skill and time spent in the game.
i like LOTRO's.
you killed a guy, u get a token.
challenge completed? SPECIAL TOKEN!
have 10/20 tokens? GET THE STUFF U WANT!
tiny problem: guilds and players who has most hours to grind will get everything they want. There is no surprise. There is no challenge.
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.
I do think future end game content needs to look at the Prismatic Weapon for inspiration. Getting a choice between 3-4 different reward items each time would definitely help both with collecting sets and just making a player feel empowered.
Otherwise it starts to feel like a lottery, and statistically the solution to losing a lottery is not to play it more often.
stojekarcub18_ESO wrote: »
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.
If you aren't enjoying the endgame content then why stay to do it? Are you honestly suggesting that you do the content to get better gear so you can... do more content you don't enjoy to get even better gear?
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.
Yes, it wouldn't take away from endgame content. But it probably would take something away from crafting. As I discussed in my earlier post, you would effectively remove a certain type of crafter from the game... one who was dedicated to crafting but not to combat. Do you really want to exclude people like that?
If you aren't enjoying the endgame content then why stay to do it? Are you honestly suggesting that you do the content to get better gear so you can... do more content you don't enjoy to get even better gear?
Are you honestly suggesting that you do the content to get better gear so you can... do more content you don't enjoy to get even better gear?
You shouldn't be strong armed into doing content in a stupid game! Games are supposed to be fun, you should have content that is fun enough you want to do it over and over again!
I'm not saying what will happen here, I'm saying that's what happened to LOTRO.i like LOTRO's.
you killed a guy, u get a token.
challenge completed? SPECIAL TOKEN!
have 10/20 tokens? GET THE STUFF U WANT!
tiny problem: guilds and players who has most hours to grind will get everything they want. There is no surprise. There is no challenge.
There are several intellectual fallacies in here, been said earlier in this thread by other people too.
1) guilds and players who has most hours to grind will get everything they want
False. Guilds and players who kill the most content get everything they want, regardless of how loot is distributed. With RNG there will be individual outliers where some guys get a lot of stuff quick while others must wait for a while but globally the more times you get to open a loot chest the more times you have a change to get the good stuff. Alas, those spending immense time will get all and quicker, it's not a "token system" exclusive.
2) There is no surprise but there's anticipation.
You know at day zero that you'll take 20 runs to get the items and build anticipation about when you'll hold the stuff in your hands. When it happens, then the anticipation turns into achievement feeling.
On the other side, with RNG, the first 5 runs there's anticipation. Then comes perplexity. Then you become annoyed. Then pi**ed off. Finally, you get frustrated as you see all your contacts stopping doing runs for your needed content because they all got their own stuff and you don't.
This will statistically happen for 50% of the items you need. Due to human perception, one bad news feelings weigh more than two good news feelings. Therefore with a 50% surprise / frustration ratio, you'll still end up hating the game.
3) There is no challenge.
There is not challenge with the RNG system either. You can't change the fact you are or you aren't going to get the drop, therefore you are just hostage of the random number generator and that's it.
On the other side, a well made token system will pose its own challenge, that is getting the best stuff ASAP with the minimum amount of possible tokens. This is a factor YOU can affect.
I'm not saying what will happen here, I'm saying that's what happened to LOTRO.i like LOTRO's.
you killed a guy, u get a token.
challenge completed? SPECIAL TOKEN!
have 10/20 tokens? GET THE STUFF U WANT!
tiny problem: guilds and players who has most hours to grind will get everything they want. There is no surprise. There is no challenge.
There are several intellectual fallacies in here, been said earlier in this thread by other people too.
1) guilds and players who has most hours to grind will get everything they want
False. Guilds and players who kill the most content get everything they want, regardless of how loot is distributed. With RNG there will be individual outliers where some guys get a lot of stuff quick while others must wait for a while but globally the more times you get to open a loot chest the more times you have a change to get the good stuff. Alas, those spending immense time will get all and quicker, it's not a "token system" exclusive.
2) There is no surprise but there's anticipation.
You know at day zero that you'll take 20 runs to get the items and build anticipation about when you'll hold the stuff in your hands. When it happens, then the anticipation turns into achievement feeling.
On the other side, with RNG, the first 5 runs there's anticipation. Then comes perplexity. Then you become annoyed. Then pi**ed off. Finally, you get frustrated as you see all your contacts stopping doing runs for your needed content because they all got their own stuff and you don't.
This will statistically happen for 50% of the items you need. Due to human perception, one bad news feelings weigh more than two good news feelings. Therefore with a 50% surprise / frustration ratio, you'll still end up hating the game.
3) There is no challenge.
There is not challenge with the RNG system either. You can't change the fact you are or you aren't going to get the drop, therefore you are just hostage of the random number generator and that's it.
On the other side, a well made token system will pose its own challenge, that is getting the best stuff ASAP with the minimum amount of possible tokens. This is a factor YOU can affect.
Bro.
Moonshadow66 wrote: »As a single PvE player such as myself, you get nothing at all. It ends at green VR10 jewelry (only if you're very lucky!) and the standard crafted armor/weapon sets. 8 characters, always the same, over and over again.