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.
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.
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.
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.
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.
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.
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.
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
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.
[snip] Real Players stay and play. Idk which game you are talking about, in ESO I only see more and more players.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
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.jakeedmundson wrote: »
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.
NewBlacksmurf wrote: »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