Very interesting! Thanks for taking the time to explain it for non math wizzes like me.
I kinda like the monster helm drop rates the way they are. Mind you, I don't have all of the sets I want.
But after update 12, special sets won't be special anymore, because everyone will have them.
In regards to the crates: I don't like the risk/reward. No way I'll ever buy one.
I don't think any of them are really special anymore as most are easily obtainable and the few that aren't can be bought from cyrodil vendor.
I personally don't care if everyone in the game has the same items as me as I don't have that need to be a special snowflake.
This need to be a special snowflake is the true reason you see people complain when content is made easier, and not the often used cover of wanting a "challenge".
On to the op post.
I think the part about not being able to obtain the monster helm you want is atleast a little negated by the fact we can now trade with our group members.
As far as the shoulders are concerned I guess we will have to wait and see exactly how the new undaunted system will be implemented.
I read a great deal of your post but this is probably one of the longer post I have read in a while. Majority made for an interesting read.
dodgehopper_ESO wrote: »All this reminds me of the annoying loot drops in STO before they had a purchase system used with a dungeon-based currency. I can recollect teaching people in that game (With a lot of hand holding) the dungeons people were afraid to do. I ran with a lot of the top players in that game at the time. It was always so frustrating that I would not get the final drop I needed despite hundreds of runs (on multiple characters). The really annoying part was the newbies that I trained coming back and telling me all manner of nonsense because they got the drop in their first try and I didn't. It drove me nuts. (I had the older set bits at Mark X and couldn't get one or two of the updated versions to drop). The point is I very well understand the annoyance with being the guy at 5+ standard deviations out of bad luck. At a certain point it is BS that some people get left out. This is supposed to be fun and not a job. As for me I'm not really motivated to do a dungeon for the gear, but I do get annoyed with a dungeon because of the gear if that makes sense. I'm really glad they've started to at least allow for sharing of loot - guilds that can work together can support each other when someone gets horrible RNG.
Yeah, I've been wondering what other games have been up to to try to reach a better balance between pure RNG systems and more player-friendly systems. I mean, ZOS clearly understands that pure RNG is extremely unfriendly towards the players, as evidenced by the change to Maelstrom Weapons and Monster Masks coming. So I'm wondering, why did they only go halfway? Did they just not do the mathematical analysis? They should!! You can get people to repeat content and still guarantee that they eventually get the gear they're looking for, there's no need to be content with some people never getting what they want.
Lieblingsjunge wrote: »These numbers give me a headache. I miss my books. .______.
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On a serious note: Can someone TL;DR the drop chances of what was discussed in the first post, without all the numbers?
@LieblingsjungeLieblingsjunge wrote: »These numbers give me a headache. I miss my books. .______.
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On a serious note: Can someone TL;DR the drop chances of what was discussed in the first post, without all the numbers?
@LieblingsjungeLieblingsjunge wrote: »These numbers give me a headache. I miss my books. .______.
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On a serious note: Can someone TL;DR the drop chances of what was discussed in the first post, without all the numbers?
It's unfortunately not a fixed number, like 5. It's an equation that requires two variables, and that has to be input by you. If you look at the bottom picture, it explains it in the simplest terms I could come up with at the time.
Basically, you need to know two things. You need to know the drop rate of an item, and you need to know how many times you're willing to attempt to get that item. So if there was something in the Crown Crates you wanted, and you knew that it dropped 1% of the time, then the final step is simply to figure out how many times you'd be willing to attempt to get it. Is it a little more clear now?
As surely everyone's seen by now, Crown Crates are coming to the Crown Store. These items will always contain some amount of random consumables, and also have a chance to contain costumes, pets, and mounts! Pretty exciting for people who love random consumables, but maybe not for everybody. If you like random consumables, the probability of getting something you want in the crate is 100%! Congratulations!! If not, however, we have more math to do.
WhiteCoatSyndrome wrote: »As surely everyone's seen by now, Crown Crates are coming to the Crown Store. These items will always contain some amount of random consumables, and also have a chance to contain costumes, pets, and mounts! Pretty exciting for people who love random consumables, but maybe not for everybody. If you like random consumables, the probability of getting something you want in the crate is 100%! Congratulations!! If not, however, we have more math to do.
^I love this paragraph.
But yes, this is why I'm a crafter: as long as I'm willing to stick with crafted sets, I can get what I'm after 100% of the time. And if I get enough pieces of a nice dropped set to compliment the rest, bonus.
EDIT: Also, adding this thread to my sig. Yell at me if that's a problem, @Recremen .
Silver_Strider wrote: »Too much math for me.
I saw a cat with dice, so I'm just going to blame the Khajiit.