tinythinker wrote: »Do you think the vendor that will show up in Cyrodiil will sell boxes named after the boss type from the Undaunted Pledges? And still keep the RNG for traits?
No, no RNG please.
This is coming from a 100% pver
Either way, I still bet it's boxes with RNG.You guys are acting like they are only for AP and that PvE players have to dungeon grind for them. You can buy them with gold too. This isn't just for PvPers.
Dont forget that pve'rs also able to get the items for gold.RNG would be a blow to them as well
Dislike? From who? Personally I don't care, but based on past experience I am betting on boxes.Honestly I dont get all this dislike for pvp'ers for getting the shop.All the pvp items are BOE means you can get those items without doing the content
Dont forget that pve'rs also able to get the items for gold.RNG would be a blow to them as well
tinythinker wrote: »
I just got my Kena shoulders aswell.I no longer need the Vendors.CavalierPrime wrote: »I just got my v16 kena helm.
CANCEL THIS VENDOR!
I dont need him anymore so I dont want anyone else to benefit from him.
andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
tinythinker wrote: »andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
Good point, will they be boxes labeled "Blood Spawn", "Engine Guardian", "Maw of the Infernal", etc, where the armor type and armor trait are random, or "Light Armor", "Medium Armor", "Heavy Armor", where the set type and armor trait are random? The latter seems like it might be more frustrating, so, yeah, that's my guess.
andypappb16_ESO wrote: »tinythinker wrote: »andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
Good point, will they be boxes labeled "Blood Spawn", "Engine Guardian", "Maw of the Infernal", etc, where the armor type and armor trait are random, or "Light Armor", "Medium Armor", "Heavy Armor", where the set type and armor trait are random? The latter seems like it might be more frustrating, so, yeah, that's my guess.
More frustrating = more likely?
Ha I like that
Another guess:
Everytime a trader appears: Pool of 3 randomly chosen Monster sets availaible
-> Choose light/medium/heavy version box
-> (we choose light)
-> get a light helmet or shoulder of randomly chosen monsterset #1 with RNG trait (because rng is a must)
tinythinker wrote: »andypappb16_ESO wrote: »tinythinker wrote: »andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
Good point, will they be boxes labeled "Blood Spawn", "Engine Guardian", "Maw of the Infernal", etc, where the armor type and armor trait are random, or "Light Armor", "Medium Armor", "Heavy Armor", where the set type and armor trait are random? The latter seems like it might be more frustrating, so, yeah, that's my guess.
More frustrating = more likely?
Ha I like that
Another guess:
Everytime a trader appears: Pool of 3 randomly chosen Monster sets availaible
-> Choose light/medium/heavy version box
-> (we choose light)
-> get a light helmet or shoulder of randomly chosen monsterset #1 with RNG trait (because rng is a must)
Well, players call it frustrating, devs call it motivation/something to work toward.
tinythinker wrote: »andypappb16_ESO wrote: »tinythinker wrote: »andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
Good point, will they be boxes labeled "Blood Spawn", "Engine Guardian", "Maw of the Infernal", etc, where the armor type and armor trait are random, or "Light Armor", "Medium Armor", "Heavy Armor", where the set type and armor trait are random? The latter seems like it might be more frustrating, so, yeah, that's my guess.
More frustrating = more likely?
Ha I like that
Another guess:
Everytime a trader appears: Pool of 3 randomly chosen Monster sets availaible
-> Choose light/medium/heavy version box
-> (we choose light)
-> get a light helmet or shoulder of randomly chosen monsterset #1 with RNG trait (because rng is a must)
Well, players call it frustrating, devs call it motivation/something to work toward.
RNG isn't a bad tool to use. For fishing, to use one example, it gives a sense of challenge and accomplishment. Obstacles are the keys to games as they offer something to overcome by strategy, becoming stronger or more skilled, etc. Some players just don't like to see things such as training traits on veteran rank drops for special gear sets. That's different than getting a reinforced when you really wanted an infused.andypappb16_ESO wrote: »tinythinker wrote: »andypappb16_ESO wrote: »tinythinker wrote: »andypappb16_ESO wrote: »As much I Learned about Our favourite dev Team so far, 1 thing Is certain: RNG.
I dont know how they will Introduce it(they will). my guess:
- 3 Types of Boxes per Set (Light/Medium/Heavy)
- Cost 500k - 1000k
- RNG Traits
Oh and lets Hope we dont get a Imperial City like trait disaster again where people ravaged the forums with hate and disappointment
(Getting explored/sturdy etc...or 70 gold ha)
Good point, will they be boxes labeled "Blood Spawn", "Engine Guardian", "Maw of the Infernal", etc, where the armor type and armor trait are random, or "Light Armor", "Medium Armor", "Heavy Armor", where the set type and armor trait are random? The latter seems like it might be more frustrating, so, yeah, that's my guess.
More frustrating = more likely?
Ha I like that
Another guess:
Everytime a trader appears: Pool of 3 randomly chosen Monster sets availaible
-> Choose light/medium/heavy version box
-> (we choose light)
-> get a light helmet or shoulder of randomly chosen monsterset #1 with RNG trait (because rng is a must)
Well, players call it frustrating, devs call it motivation/something to work toward.
So what do we learn?
There is a problem with communication between Players and Devs...been a problem since a long time ._.
RNG isn't a bad tool to use. For fishing, to use one example, it gives a sense of challenge and accomplishment. Obstacles are the keys to games as they offer something to overcome by strategy, becoming stronger or more skilled, etc. Some players just don't like to see things such as training traits on veteran rank drops for special gear sets. That's different than getting a reinforced when you really wanted an infused.
There are multiple layers of RNG associated with such drops, so the issues become a matter of getting the right drop rate for the effort made while accounting for the trait pool, the different armor types, and whether the pieces are BoE or BoP. If the system is BoE, the obstacle to getting what you want turns into economic activity: selling or trading the pieces you don't want to swap for or purchase the ones you do. For a BoP system, though, a higher drop rate of pieces is needed to reward the effort needed to get what you want since there is no way to trade or buy those pieces.
If we look at simply buying things from a merchant, the same kinds of considerations apply. You don't have to run the dungeons over and over, and can acquire AP/gold from regular game play with no need to grind. That would suggest that at the very least the RNG factor would be no less challenging than for those who do grind, unless the prices were obscenely high, in which case that creates a new barrier as big as or bigger than dungeon grinding. If the cost barrier is a substantially higher hurdle than grinding, the RNG factors would need to be more generous.
Obstacles are the keys to games as they offer something to overcome by strategy, becoming stronger or more skilled"