NinthPrince64 wrote: »Maybe it would be useful to think of ZOS as a central banker rather than an individual caseworker? If you think about it, they are managing a (fairly complex) economy of resources/damage/commerce. I think they probably view things in the aggregate rather than at the level of the individual player.
Maybe one explanation for the (vMSA) RNG is that they have a view of what the overall distribution of, say, weapon power should be within the game's system. Maybe under the old system, the weapon ecology was getting overweighted in terms of high end weapons. Also, as people mastered vMSA and the RATE at which those weapons entering the system increased, maybe they fealt they had to adjust that rate by lowering the odds of getting a useful item per (increasingly faster) run?
The number of weapons is indeed controlled by the odds of getting one. But thats not the real problem. On average it takes 144 runs to get a sharpened flame staff, but for the individual players the probability of having one after 144 runs is approx 65%. So 35% of the players will need more than the 144 runs and even after 350 runs about 12% of the players won't have the desired staff. This problem arises from the fact that the weapons are not tradeable, therefore the inequalities in drop luck can't be negated by the market. If the BOP restriction stays, the only way of decreasing the inequality is by deacreasing the possible weapon drops/traits. Less possible outcomes means, that the individual players will approach the average after fewer runs.
Just gotta add that if you want a specific 2h (Sharpened Maul, for example), you're also facing 1/144 odds.
Hello,
Solutions:
1. Remove unused traits:
2. Remove bind on pickup restriction:
3. A token system:
4. Improving the Cyrodiil vendor:
Best way to bump is adding content to the thread, so I added your data to the section about the MSA drops to back up the assumption for 6 weapon drop categories.kasa-obake wrote: »Bumping the thread up. Keep up the good work, comrade !
So assuming you wanted only a divines Ilambris without a specific weight you had a 1/96=1,04% chance to get it. After 666 runs you have a 99,0% chance to have the desired sharpened MSA inferno staff. Since RNG is the pure evil, you both will get your staffs after 666 runs in order to compensate for your undaunted shoulder luck. Have fun!That's RNG for you. When my gf and I decided to test Ilambris, we both still needed the shoulders. I had 300+ keys banked, took them all and went to the chest. First try: Ilambris Medium Divines.
She had only 50 keys and was worried she wouldn't get it. First try: Ilambris Medium Divines.
Both within 3 min or so. But hey, I ran vMA over 440 times by now and not a single usable Inferno Staff. She ran it ~100 times and doesn't have ANY Inferno. Not even in a bad trait. And I only have 2, which I both got on the event (Decisive and Defending).
Thanks for the support!Mettaricana wrote: »I support this post harder than mannimarco supports his ego
I agree that there should not be such a thing as unused traits and that that's the main problem, but I think it's easier to fix the RNG problem, than balancing all the traits. RNG history is an interesting model but it has to be made transparent.lordrichter wrote: »There should be no such thing as an "unused trait". I agree about the BoP, but they want people to play content to get stuff. Token system is far too liberal and I don't think that ZOS will like the results.Hello,
Solutions:
1. Remove unused traits:
2. Remove bind on pickup restriction:
3. A token system:
4. Improving the Cyrodiil vendor:
Better answer... a smarter random drop system.
RNG History
Eliminate frequency of random repeats by decreasing the odds for stuff you have received, and increasing the odds for stuff you have not received, over a certain time frame doing a certain activity.
More Useful Gear
Rather than randomly assembly, the gear should have higher probabilities along the current character build than against it. In this manner, a 2H build will see more 2H and less destruction staff. A person wearing all Training gear, or all Prosperous gear, will see more of that trait, and less of the other traits. Someone who is more skilled in Light will see more Light than Medium or Heavy. Everything still comes up, but not at the same probabilities.
Yoohoo4411 wrote: »I'm going to start making a log of each weapon I get from VMA, until I get that damn sharpened inferno staff.
D0ntevenL1ft wrote: »Yoohoo4411 wrote: »I'm going to start making a log of each weapon I get from VMA, until I get that damn sharpened inferno staff.
Got mine yesterday sharpened in my 15th run; already got sharpened lightning staff, great sword, and precise flame as well. Id trade em all for a sharpened maul though.
I think no productive discussion about any of the game's systems can happen if people focus on 'problems' of the system without outlining why the system is in the state it is.
The loot drop system was deliberately designed to provide the outcomes you discuss. Having rather low chance of getting a bis gear piece is the purpose of the system, not an oversight.
So if you propose to change the system you first need to clearly understand and state its purpose and then provide a compelling reasoning why either the system fails to do what it was designed to do or that an alternative design would be 'better' for the game as the whole and not in some particular cases.
Can the current loot system cause frustration in some people striving to get a specific gear piece? Yes, for sure. It's intended to. The system was designed to allow for a fast access to almost any gear piece. Meanwhile getting a gear piece with a specific trait/type might take any time from one hour to infinity.
If you make obtaining those specific items predictable - in a quite short time (on the game's lifetime scale, say half a year) many people well get all bis gear. Which is awful for an mmo without constant gear level upgrades and thus a vertical progress system. This change alone will significantly degrade the quality of pve experience in the game potentially to the point of no return (depending on how badly you 'nerf' the rng).
Thus as long as we're going to have the lack of vertical progess as one of the staples of eso, there will be a hard limit on how available you can make obtaining bis gear in the game.
Now the question is how can we justify that, say, 4 month average per a bis gear piece is too long and, say, 2 month is just fine?:) And that those 2 months would still allow to have a healthy growing mmo without vertical progess.
Curious:)
NewBlacksmurf wrote: »I don't think we can cause we don't fully understand it's purpose or design
NewBlacksmurf wrote: »I don't think we can cause we don't fully understand it's purpose or design
Since rng in loot tables with rather long average time to obtain the best items has been a gameplay-defining feature of almost any mmo on the market since the beginning we can safely assume its purpose in ESO is of the same kind as it is everywhere else.
To summarize, this purpose is to increase players retention rate by complicating their process of obtaining the ultimate power in the game (bis gear in the case of ESO). And since gaining more power is one of the key motivations for people in mmos and elsewhere - this feature can be considered a baseline.
Btw, ESO out of most of mmos manages this feature very generously. Since obtaining 'a peice' of the desired set is really easy. And the dps/healing difference between that piece and bis piece of the same set is ~0.5%. So full bis (obtainable in months if not years) vs full training-level gear (obtainable in days/weeks) is 5% at best (TBS setups). You don't need bis gear literally for any content in the game.
There is only one place where the few % more DPS matter and that's endgame trial leaderboards. I know people in my guild who ran vMA incredibly often and never got a sharpened Inferno staff, therefore losing a few k DPS that can decide between rank 1 and rank 2 on th leaderboard.
The problem I see with this system is not the long average time, but the possibility of doing close to infinite runs without a guaranteed drop.
On top of that the system does not reward skill at all, so that the endgame raiders for example could get their vMA weapons faster to actually focus on the trial leaderboards.
Forcing people to spend a lot of time and having luck doing content they don't enjoy in order to be competitive in trials is just wrong.
But I guess even that is calculated by ZOS, because an endgame raid player won't quit the game even after 600 COA runs without a sharpened Inferno.
What I find odd about using RNG as an incentive to keep players doing content is that they don't earn money from it, unless the set drops in a DLC area. ESO+ does not help you when farming gear at all and is using incentives on a convenience level to be attractive.
If they want people to play the game they should introduce useful sets, but instead we are all running BSW since one tamriel and still only a few own a useful staff.
And btw here is a comment from one guildmate about the new trial sets: Im so glad that they aren't that good, so we don't have to farm them all day.