ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
ZOS_RichLambert wrote: »Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
ZOS_RichLambert wrote: »Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
Why, why would we need training on end-game gear? I just don't get it.
I've been exposed.....I really like the gear system, gear trading, relevant drops in dungeons etc, but I still think these two traits have little to add to the game. No I don't want BiS gear in two days, but something that would benefit us more. Heck even a visual trait that makes you glow purple would be more beneficial than training for me.
However, thanks for showing data and being transparent about what's going on. This is leadership that we need, data, not emotions (like my own). But hey, it was a funny video right?
Rohamad_Ali wrote: »Just another reason to avoid those dungeons . When they remove training from cp 160 loot tables I will participate then . No longer be playing my character without optimal gear!
ZOS_RichLambert wrote: »Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
Why, why would we need training on end-game gear? I just don't get it.
Obviously theres a higher chance to get a bad trait vs a good one. They wsnt everyone to repeat the content until they get what they wsnt.
There's a chance you'll get the perfect item first try. But there's a higher chance you'll get an undesirable item for your first 5 tries.
I woildnt call this rigged. It's by design.
leepalmer95 wrote: »Obviously theres a higher chance to get a bad trait vs a good one. They wsnt everyone to repeat the content until they get what they wsnt.
There's a chance you'll get the perfect item first try. But there's a higher chance you'll get an undesirable item for your first 5 tries.
I woildnt call this rigged. It's by design.
Bad Design*
I see people keep asking questions "Why do we need Prosperous and Training traits on the end game gear?" and desperately try to explain ZOS that these traits are useless.
Yes, you all are correct. They are useless in a sense they are the same are having no trait at all. So why would ZOS even have them there? And the answer is actually quite simple.
If you remember, a number of patches ago monster shoulders from chests, VMA/VDSA weapons, monster helms etc did not even drop with 100% chance. You had a chance of getting those in a random trait and otherwise you got nothing. Should i remind you that 'helm farm' runs were at first just to get ANY helm at all. I personally did 44 runs of vet COH to get a well-fitted Nerien'eth helm and oh boy i was happy.
Now what they did they HUGELY increased the availability of all these items. And the only real reason to have some of them in useless traits is to let you have something instead of nothing as it was before. They decided that shoulders in useless trait is way better than no shoulders at all. You still can deconstruct them and get some gold out of it. It is still a reward albeit a rather cheap one.
On the other hand if you do not have any shoulders of this particular monster set, having those in a useless trait is immensely better than having no shoulders at all. You can still use them and get the bonuses.
You might ask, why would we need RNG there at all? Why wouldn't ZOS just replace random drops with tokens, so you could easily exchange those for the items you need? I think that discussion of this concept deserves a thread of its own:) As one of the obvious reasons i can say that if you were able to get your desired items in desired traits in a controlled and rather small amount of time - that would drastically reduce the number of people doing the content that drops these items. Would you do pledges if you already got BiS monster pieces?
Anyways, there IS a reason behind most balance decisions. And 95% time this reason is to make the game more fun for you and more profitable for ZOS (the other 5% are miscalculations and plain bugs). ZOS wants you to love their game, otherwise you stop paying their salaries. Non of the cash-grabs work in the long run if people don't have fun.
How is farming for BiS trait armor piece fun? It is not, but it is a social activity and it's engaging enough for you to participate. You're motivated enough to actually play the game for this particular reward. And other players have you there doing dungeons, playing the game. You populate the world:) That's enough.
Thrasher91604 wrote: »@ZOS_RichLambert how did you get the data for their drops?
Of course it's a bad roll. And I doubt anyone at ZOS is deluded enough to think otherwise.Yolokin_Swagonborn wrote: »Did you read that last line that Rich said? "RNG wasn't kind on the Divines or Training rolls." Sounds like he is admitting that he sees training as a "bad roll." What is more important than the data at this point is ZOS's design philosophy.
@ZOS_RichLambert Can you come out and say that having universally bad rolls (as opposed to potentially non-optimal rolls) is part of your design philosophy?
That you want us to scream in joy and in anguish? Because that is what it sounds like.
Training/prosperous isn't a "Good roll" for ANYONE. At least with other traits there is someone out there who could use it for something. If every trait drops at 12.5%, are you counting on people deconstructing at least a quarter of their drops?
Ah, but do you remember the good old days when a gold key only had a 50% chance at getting a shoulder and a silver key only had a 10% chance?
Back before Dark Brotherhood, a character doing both the normal and vet pledges each day would get, on average, 3 shoulders every 5 days.
Now, a character doing one normal-difficulty pledge and one veteran-difficulty pledge will get 3 keys, each with a 100% chance at a shoulder, for 15 shoulders every 5 days, for a five-fold increase. They could, optionally, get twice that many if they opt for three pledges all at veteran difficulty.
For someone who puts in enough time to do one normal-scaled and one vet-scaled pledge per day (and assuming that they skip half the DLC pledges, for the simplicity of the math and to also account for the greater amount of time needed for the DLC pledges), this is the reward rate that they had at various points in the game's history:
- Update 5: 0.6 shoulders/day, 8 sets/chest, 6 traits; on average, once every 240 days (the trait table originally had Infused, Divines, Impenetrable, Reinforced, Well-Fitted, and Sturdy--yes, they had Sturdy in the loot table back when Sturdy just reduced armor degradation; I daresay that's even worse than Training and Prosperous)
- Update 7: 0.6 shoulders/day, 10 sets/chest, 5 traits; on average, once every 250 days (Sturdy was removed from the loot table)
- Update 10: 1.5 shoulders/day, 10 sets/chest, 7 traits; on average, once every 140 days (Sturdy, Prosperous, and Training were added, Impenetrable was removed, Gold rate now 100% and Silver rate now 50%)
- Update 11: 1.5 shoulders/day, 12 sets/chest, 7 traits; on average, once every 168 days
- Update 12: 3 shoulders/day, 12 sets/chest, 8 traits; on average, once every 96 days (Impenetrable restored)
Again, these figures are calibrated for 1 normal-difficulty and 1 veteran-difficulty pledge per day (to keep the time investment consistent for comparison purposes), but players now have the option to get up to 6 shoulders/day/character.
To be clear, I don't think Prosperous and Training are useful for endgame content (esp. Prosperous), but when it comes to the question of grindiness, for Monster sets, the vastly amped-up drop rate has more than compensated for the small amount of trait dilution that they've added.
This cannot be said for vMA weapons, though, where the botched trait rebalance meant that we went from 2 out of 3 viable traits to just 1 out of 8. But for monster sets, ZOS has been very generous.
ZOS_RichLambert wrote: »The drop rates are the same as on PTS and they are all equally weighted. Couple quick charts cause I know everyone loves them.
Undaunted Chest results since OneTamriel went live. (NA PC only for time)
...and seeing as @Deltia and his video was called out, here's exactly his breakdown over his 250 keys in the video.
Yeah RNG wasn't kind on the Divines or Training rolls for him, but he got a lot more impen and infused than normal.
36 days farming undaunted dailies for 3 BiS shoulders.
AzraelKrieg wrote: »Thrasher91604 wrote: »@ZOS_RichLambert how did you get the data for their drops?
Deltia made a video showcasing all the drops he got from the 250 keys he saved.