>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
I agree.
Also make the runes tradeable and don't make them remove the item from the set they were made in.
Make crafters valuable again
Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
My guild leader quit ESO due to burnout trying to get a specfic vMA weapon. He literally quit ESO. I didn't understand it until I started beating and farming vMA for a weapon as well. I'm burning out and questioning my will to play this game anymore. And what was a kick in the nuts, was my Maelstrom Weekly Reward last night.... a decisive mace.
Ugh..............
stickybodyfluid wrote: »>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db
Scroll down and look. Confirmed by Zenimax employee. 50% drop rate.
Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
stickybodyfluid wrote: »I agree, whether the droprate is 1% or 10% or 50%, its still terrible. Hell, even at 100% I would still think it sucks. They need a new system that leads to more concrete rewards. Rather than endless grinding on exhausting content.
stickybodyfluid wrote: »Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.
https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db
Good job spreading misinformation though.
Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.
https://forums.elderscrollsonline.com/en/stickybodyfluid wrote: »Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.
https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db
Good job spreading misinformation though.
Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.
hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.
stickybodyfluid wrote: »stickybodyfluid wrote: »Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.
https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db
Good job spreading misinformation though.
Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.
hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.
Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.
*edited to include quote*ZOS_RichLambert wrote: »
Ghost-Shot wrote: »stickybodyfluid wrote: »stickybodyfluid wrote: »Oreyn_Bearclaw wrote: »It's a nice idea, but it has alot of the traits of a token based system. Why not just implement a token system much like what vWGT and vICP have currently? It'll take away a portion of the grind, but you'd still be at the hands of the RNG gods. Atleast that way you have a 100% chance of getting a weapon in any trait. That's still a stupid amount of possible combinations but atleast it's something.
That way it's more of a grind than being given a glyph to change a pre-existing weapon, but it's less of a grind than the current system. I think it's a really good concept that both devs and players would be happy with.
We dont have a token system in ICP or WGT. Dont kid yourself. Haha. I know they made it seem like we do, but we dont. It is simply another RNG system. Basically, every 4-5 runs, its like you killed two more bosses. There is no control over the loot whatsoever.
I agree, a token system would make the most sense. It is more first choice by far. The problem is, they don't seem willing to create one. This proposal is RNG based on purpose. RNG is not nearly as appalling if the loot table is reasonable. Look at VSOHM: 9 possible drops (if you count rings twice). Most people I know had full sets in about 20 runs. That is reasonable in my eyes. Yes, there is always a chance of being the guy that gets tails 30 times in a row when flipping a coin, but I bet this would eliminate a lot of frustration.>Implying the droprate IS actually 50%. I've yet to hear of ANYONE who has a legit 50% drop chance.stickybodyfluid wrote: »Currently you spend roughly an hour for a 1/2 chance to get a weapon (so already a 50% chance that the hour you just spent doing the hardest solo content in the game was pointless, because lets be real, all of the other vMA sets are trash)
I myself am currently sitting at 29% drop chance after 65 runs.
Agreed. Nothing I have seen supports an actual 50% drop rate. I have run 4 or 5 times since DB with nothing. I have since stopped running it.
haha, alright, I agree that the token system is ***, but atleast it's something. With a token system in vMA, it's like you ran it 1-5 times more than you already did, given the current state of RNG and laughable "50% drop rate".
Regardless, if they don't implement a token system, I'd think a rune system is even less likely, unfortunately.
I'd jump out of joy if we had a rune system, but I just don't see it as feasible... The idea is really good. but given the current state of ZOS I highly doubt it'll be implemented
To add to the 50% drop rate discussion; I went 8 runs before I got my first ever weapon. Then went another 6 before I got my second. That arena does not have a 50% drop chance, as seen in the many threads on the subject.
You seem vehement that the droprate isn't 50%. Well here's some confirmation from a Zenimax employee that it is in fact 50%.
https://forums.elderscrollsonline.com/en/discussion/262144/veteran-maelstrom-arena-weapons-in-db
Good job spreading misinformation though.
Also just for balance sake: I've ran it around 12 times, and I think I've gotten 5-6 weapons and 3 from the weekly leaderboard.
hahaha, a ZOS employee confirmed it? If I had a nickel for every time a ZOS employee stated something was not broken yet it is, I'd be a *** rich man.
I have 11 weapons total after 65 runs, whereas 2 are from weekly. If you have a 50% drop chance, good for you!
There are countless threads on the matter where it becomes increasingly obvious that 50% is indeed not the case. Just because some ZOS employee says it is doesn't mean it's actually in effect. It was stated around the launch of Orsinium that the drop chance was 50%. Was it? Hell no. Why did they then yet again have to confirm that the drop chance is indeed 50%? People make mistakes. Simple as that.
Yeah dude you know better than the silly devs clearly. You have a way bigger pool of data as well. You also seem to understand how averages work. You are awesome.
FANBOY DETECTED