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vMA - A Reward System Revamp

  • Artis
    Artis
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    Avran_Sylt wrote: »

    While there is skill required for completing vMA, the only reward for improving upon your ability is a shorter time between completions. I propose an additional reward for completing certain goals (flawless, under the time limit) that are separate from achievements, to promote reaching an even higher skill level with vMA.

    When you mention drawing from certain chests for their weapon type, this is the same system I'm also suggesting, just via a coffer system like in the Imperial City with variable stages of rewarding players, rather than one key per completion. Then choose weapon class coffer, get random weapon trait and type.

    p.s. You may be right on the bow, I'm just theorycrafting. I normally run vMA with Viper/Torugs/TrollKing/DualInfused/2H. I play a sustain/proc/wepenchant build rather than a pure damage build, slot momentum rather than volley, it works for me.

    Yes, but you're also suggesting tokens for every round and that I can't agree with.

    And to be honest, they don't even need to change the loot system for people to start complaining. Make bosses drop gold like in 12man trials - and there you have it, people will have incentive to run vMA either way. And completing it faster will reward them with making more per unit time.
    Memnock wrote: »


    If not a guaranteed drop , then a currency system that you can obtain by completing the raid and when you have enough you can buy the weapon you need.

    That's a terrible idea. Works with catch up gear to get the stats required to complete content, but there's no reason to hand out BiS items like that. They are luxury, not a necessity. Doing that will cause inflation and will raise DPS requirements for everyone to get into groups and people will be forced to do vMA because they will have no excuse not to have those weapons.
    Memnock wrote: »
    I can't agree with doing a run 100+ times and still not getting my thing , just because , there is a need to have stuff that is hard to get.

    It's not just because, it's important to have rare stuff.
    Memnock wrote: »
    If you want to keep items hard to obtain , make it through mechanics , or quests. I am again going to reference wow here , but the legendary weapons there , took a looong time to get due to the requirements included in the construction of said items.

    Bad idea again. Giving 5% of players 100% chance to get weapons is much worse than giving a 5% chance to 100% players. In the former case the content is for everyone and still people complain and ask for nerfs. In the latter - 95% can ask why they are paying for the content that's not catering to them. And it will HAVE to be too difficult for 95% solo players, so that only 5% can have weapons. And what - you'll need to buff it if more than 5% players will train and clear it?

    What ZOS chose is much better. They gave content everyone can complete and there's a chance to get rare weapons. You aren't supposed to farm them easily.
    Memnock wrote: »
    But as it is now , even if you are a top player , your skill is still irrelevant , since its not based on that , but on your luck and if i want to gamble , i go play poker or black-jack .

    I dont really care about the crates and the fluff that is in the crown store that is based on such a system , but when the looting system for the best items in the game is based on that as well , then you have a problem and another system needs to be implemented.

    Your skill is relevant. If you want to compare with gambling, it's 2 players playing yahtzee but the more skilled one can throw the dice more often. So yeah, your skill lets you roll more often.

    And yes it is a game, like gambling is a game. You play for fun and process. If you don't like it - don't play. Why should another system be implemented? Because everyone should have the same gear? Why? You don't need that gear to complete anything.

    Memnock wrote: »
    Suggestions have already been provided , in this thread and in dozens if not hundreds of other threads similar to this one, add a token system , add a currency system that you can gring and then buy what you want add a long and complex quest line that involves killing certain bosses , gathering unique materials dropped from certain dungeons/raids and so on , then once requirements are met , go to a NPC and have him craft your powerful weapon.

    Like i initially said ,anything is better than a slot machine based drop system , where 1 guy gets his thing in 1-2 runs and another guy goes 100+ runs and gets the shaft; hell even if you make it to the leader boards you are still in the RNG grip so you can't say , that that thing is any different either. That is not skill , it is luck and you can't deny that.

    All these suggestions are terrible. They mean that those weapons are not rare. The long questline was a good idea but it only worked for wow, because it required items dropping from the raid bosses, while the loot was common and raids in wow have cooldowns. It won't work in a game like ESO, where you can run them back to back.

    No, luck is the only thing that works here. It's not WOW. You would rather have luck removed but dungeons to have cooldowns so you can only clear and loot vet dungeons once a day and trials (12man, vDSA and vMA) once a week? I don't think it's better and disagree with you, unless you can prove it's better. I'd rather have an option to run those dungeons multiple times if I want to and have gear based on luck.
    Stormahawk wrote: »
    Back when I played WoW (during Cataclysm), BiS gear was done with a token system. After completing a raid, you were granted a token which you could spend on a gear piece of your choice. It worked and WoW had a successful end-game raiding scene.

    An argument can also be made that taking away the RNG loot aspect from vMA will make it less frustrating and more enjoyable when players no longer feel like they are wasting their time if they don't get the desired drop.

    People will not quite running vMA because of a token system; there are still leader boards to beat, achievements to earn, and so forth. People continue to run other vet trials long after getting fully geared for the same reasons.

    Edit: another suggestion is to make the vMA weapons Bind on Equip instead of a token system.

    Don't let the word token confuse you. These [snip] mean something like wow's dungeon badges when they say tokens. Tier tokens in wow are completely different.

    [Edit for Flaming]
    Edited by ZOS_Bill on March 9, 2017 3:58PM
  • xboxone1Q
    xboxone1Q
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    Can't even beat it one time lol on my Templar stuck on the frozen level. :/
  • Avran_Sylt
    Avran_Sylt
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    Redid Coffer Token Costs, Redid when Tokens are rewarded and how they are rewarded.
  • Decado
    Decado
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    Hahahahaa I cannot believe artis is STILL after all this time defending this *** system.

    Players are literally leaving the game over this *** and still defend it, vMA loot tables are a massive joke I've completed that stupid arena more times than I can even begin to imagine at this stage and still nothing

    That is not good game design there should be a guarantee on the weapons after a certain amount of time, people who want to go for number ones and competitive trials shouldn't be locked out because RNG has decided to *** all over them
    For over a *** year
  • jakeedmundson
    jakeedmundson
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    .
    Decado wrote: »
    Hahahahaa I cannot believe artis is STILL after all this time defending this *** system.

    Players are literally leaving the game over this *** and still defend it, vMA loot tables are a massive joke I've completed that stupid arena more times than I can even begin to imagine at this stage and still nothing

    That is not good game design there should be a guarantee on the weapons after a certain amount of time, people who want to go for number ones and competitive trials shouldn't be locked out because RNG has decided to *** all over them
    For over a *** year

    I muted him a long time ago... feeling generous recently, i un-muted him.... it didn't last long.
    I don't understand how he thinks people are asking for a "participation" trophy and that "vma weapons weren't meant to be farmed".... its like he just makes things up and goes with it.

    i'm still running this at least twice a week (two characters) and getting both leaderboard rewards.... still hunting that elusive inferno staff... and a 1h axe would be nice to have too.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • Izaki
    Izaki
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    Infused isn't BiS for bow
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Starless06
    Starless06
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    This system is overly complicated. Why is the cost of a bow, resto, or shield double a destro staff? Three times as much as a dagger or axe?

    I would prefer a much simpler system without all the merit based reward. A clear=open one of the chests. If following more closely to unduanted. A clear with flawless and time bonus=open 2 chests.
  • Avran_Sylt
    Avran_Sylt
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    Starless06 wrote: »
    This system is overly complicated. Why is the cost of a bow, resto, or shield double a destro staff? Three times as much as a dagger or axe?

    I would prefer a much simpler system without all the merit based reward. A clear=open one of the chests. If following more closely to unduanted. A clear with flawless and time bonus=open 2 chests.

    Reason for the different prices is based on the chance for a specific weapon, of specific trait:
    Cruel Flurry Coffer: 6.25% Needs to be drawn twice: 3.12% (x3 Base Multiplyer)
    (2 wep types, enchant needs 2 weps to fully function)

    Crushing Wall Coffer: 4.17% (x4 Base Multiplyer)
    (3 wep types)

    Rampaging Slash Coffer: 6.25% (x6 Base Multiplyer)
    (2 wep types)

    Shield Coffer: 12.5% (x12 Base Multiplyer)
    (1 shield)

    Precise Regeneration Coffer: 12.5% (x12 Base Multiplyer)
    (1 wep type)

    Merciless Charge Coffer: 4.17% (x4 Base Multiplyer)
    (3 wep types)

    Thundering Volley Coffer: 12.5% (x12 Base Multiplyer)
    (1 wep type)

    Random weapon Coffer: 1.042% (x1 Multiplyer, current drop rate)
    (12 wep types)
  • Artis
    Artis
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    Decado wrote: »
    Hahahahaa I cannot believe artis is STILL after all this time defending this *** system.

    Players are literally leaving the game over this *** and still defend it, vMA loot tables are a massive joke I've completed that stupid arena more times than I can even begin to imagine at this stage and still nothing

    That is not good game design there should be a guarantee on the weapons after a certain amount of time, people who want to go for number ones and competitive trials shouldn't be locked out because RNG has decided to *** all over them
    For over a *** year
    [snip] Real Players stay and play. Idk which game you are talking about, in ESO I only see more and more players.

    There are number ones without vMA weapons. No, there should be no guarantee on the weapons at all. It's an MMO, not moba. People are not supposed to wear the exact same gear.

    I muted him a long time ago... feeling generous recently, i un-muted him.... it didn't last long.
    I don't understand how he thinks people are asking for a "participation" trophy and that "vma weapons weren't meant to be farmed".... its like he just makes things up and goes with it.

    i'm still running this at least twice a week (two characters) and getting both leaderboard rewards.... still hunting that elusive inferno staff... and a 1h axe would be nice to have too.
    Facepalm, you literally want a guaranteed weapon for running a dungeon. [snip]. You get A weapon in the end every time now. You aren't supposed to farm or be guaranteed gear that is supposed to be rare in the game with no dungeon cooldowns.

    [Edit for Flaming]
    Edited by ZOS_Bill on March 9, 2017 4:00PM
  • NewBlacksmurf
    NewBlacksmurf
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    Here's a better idea completely.

    -no tokens
    -no weapons in chest

    Instead, upon completing Vma, the player would obtain a crafting voucher that would be BOP and taken to an NPC but which require "X" additional crafting base items so that the player can influence the exact weapon type, the exact trait and the exact style

    Items would be:
    -metal or wood (amount similar to crafting a cp 160 item)
    -trait stones (your choice)
    -style item cause ppl may want a certain motif type (motif not required as ur don't need to be a crafter)

    The RNG would only exist on the enchant so that each player get something extremely useful, but the actual power of the item is the only variation.

    I don't mean item level in CP.

    I'm talking about the stats on the enchant
    Edited by NewBlacksmurf on March 9, 2017 3:45PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Avran_Sylt
    Avran_Sylt
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    Here's a better idea completely.

    -no tokens
    -no weapons in chest

    Instead, upon completing Vma, the player would obtain a crafting voucher that would be BOP and taken to an NPC but which require "X" additional crafting base items so that the player can influence the exact weapon type, the exact trait and the exact style

    The RNG would only exist on the enchant so that each player get something extremely useful, but the actual power of the item is the only variation.

    I don't mean item level in CP.

    I'm talking about the stats on the enchant

    hmm, so kinda in the sense of diablo, where you get the weapon, but the bonuses are randomized.
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