FrancisCrawford wrote: »hmsdragonfly wrote: »
Huh? Sounds like The Covetous Countess.
lordrichter wrote: »Most people don't like farming.
Most people do like completion. Completing a motif collection. Completing a collection of furnishing plans, etc. Completionism is a pretty big deal for people who come into ESO from the single-player TES games.
So while farming itself isn't fun, it is indirectly fun because it helps people scratch their completionism itches. But when drop rates are such horseshit that people cannot reasonably attain completionism via farming--i.e., when you strip farming of its rewards--then farming becomes even less fun and tolerable.
But why does this surprise anyone? It's clear now that ZOS is more interested in monetization than in fun. Why would people buy Crown Store furnishings if they could craft those furnishings themselves?
People like to pull out the Crown Store as an excuse. (I like to poke ZOS in the Crown Store, too) While I think that is a part of it, another part is simply that ZOS has a much longer time-between-itches than some players. If a player thinks they will complete everything in a DLC, or even an event, in a few hours, but ZOS is thinking days or weeks, the player is not going to be scratching any itches. Yeah, ZOS could say the time they expect, but a lot of people would not even try. In the end, it is random-ish whether an individual will get the drop, even if the overall plan has different ideas.
It is frustrating, but good for the game, that stuff does not drop so quickly. I get frustrated, too, but the answermto that is to not farm that item.
DeadlyPhoenix wrote: »
No, I read the post. I just think you guys take farming a little too seriously.
There's a lot more to the zone than motifs or recipes or whatever. If the grind is getting to be too much, maybe try something different for a bit.
Stormahawk wrote: »Drop rates seem to be a difficult thing to balance.
On one end, you have furniture plans like those Daedric Platforms that drop often enough that the plan is literally cheaper than the craft cost of the furniture, meaning there is no reason to ever craft and sell it (I just delete them when I get them since they aren't even worth vendoring).
On the other hand you have things like the Ayleid Bookcase that go for a 1million gold+ due to the rarity.
The difference in the drop rate between the two could very well be as small as 0.01%, but when you have hundreds of thousands of players farming it, it makes all the difference.
MasterSpatula wrote: »ZOS must be completely aware by now that the playerbase is largely fed up with atrocious-droprate RNG grinds, but they're utterly committed to this inherently bad mechanic. They have us chasing quasi-imagionary carrots because someone over there thinks it leads to a solid revenue stream. If anyone at ZOS were in touch with reality enough to know the effect that customer satisfaction has on revenue, they'd be putting a stop to this immediately.
lordrichter wrote: »MasterSpatula wrote: »ZOS must be completely aware by now that the playerbase is largely fed up with atrocious-droprate RNG grinds, but they're utterly committed to this inherently bad mechanic. They have us chasing quasi-imagionary carrots because someone over there thinks it leads to a solid revenue stream. If anyone at ZOS were in touch with reality enough to know the effect that customer satisfaction has on revenue, they'd be putting a stop to this immediately.
This game is built from the ground up on RNG. They are not only committed to it, it is the main tool in thier toolbox. This is hardly surprising as this is an RPG.
The bottom line is that they use a low probability random drop because not everyone is intended to get one of these recipes. The time required is undefined and the effort only pays off as a statistical probability that cannot guarantee a reward within a certain amount of time. It is not an inherently bad mechanic, it is a deliberate, calculated, decision.
The first thing to know about chasing this carrot is that there is no carrot. A carrot implies a guaranteed reward. There is no guaranteed reward. You could play the game for the rest of your life and not get one of these recipes.
This isn't a problem for anyone who doesn't absolutely want one of these, which is probably the case for the majority of players in the game. Many are unaware that it is even an option that could drop. When they get it, they are pleasantly surprised, and that is what is really intended.
This is a problem for those who do absolutely want one. They are trying to guarantee a reward in a situation where the game itself does not. Now they are deliberately farming the item, and part of the deliberately calculated decision is to make sure that people who do farm these items do not flood the game with them.
From a design perspective, they can change the reward so that it is guaranteed for all who attempt it after a prescribed amount of work. They can make it a reward for a quest, or create a series of stages that must be completed in order to get the reward. This is assuming that they want to guarantee the reward for all who attempt it.
Another thing they can do is make it so that it is easier to get, but bind it to the player so that the player is the only one who benefits. BoP. This helps prevent rare drops from becoming too common. With recipes, that means that eventually the player gets these recipes and they are junk. They already know it and no one else can use it.
Apache_Kid wrote: »Stormahawk wrote: »Drop rates seem to be a difficult thing to balance.
On one end, you have furniture plans like those Daedric Platforms that drop often enough that the plan is literally cheaper than the craft cost of the furniture, meaning there is no reason to ever craft and sell it (I just delete them when I get them since they aren't even worth vendoring).
On the other hand you have things like the Ayleid Bookcase that go for a 1million gold+ due to the rarity.
The difference in the drop rate between the two could very well be as small as 0.01%, but when you have hundreds of thousands of players farming it, it makes all the difference.
I'm willing to say without question that the drop rate of the daedric bench, ashen isn't anywhere remotely freaking close to the Ayleid Bookcase...
lordrichter wrote: »This game is built from the ground up on RNG. They are not only committed to it, it is the main tool in thier toolbox. This is hardly surprising as this is an RPG.
The bottom line is that they use a low probability random drop because not everyone is intended to get one of these recipes. The time required is undefined and the effort only pays off as a statistical probability that cannot guarantee a reward within a certain amount of time. It is not an inherently bad mechanic, it is a deliberate, calculated, decision.
lordrichter wrote: »MasterSpatula wrote: »ZOS must be completely aware by now that the playerbase is largely fed up with atrocious-droprate RNG grinds, but they're utterly committed to this inherently bad mechanic. They have us chasing quasi-imagionary carrots because someone over there thinks it leads to a solid revenue stream. If anyone at ZOS were in touch with reality enough to know the effect that customer satisfaction has on revenue, they'd be putting a stop to this immediately.
This game is built from the ground up on RNG. They are not only committed to it, it is the main tool in thier toolbox. This is hardly surprising as this is an RPG.
The bottom line is that they use a low probability random drop because not everyone is intended to get one of these recipes. The time required is undefined and the effort only pays off as a statistical probability that cannot guarantee a reward within a certain amount of time. It is not an inherently bad mechanic, it is a deliberate, calculated, decision.
The first thing to know about chasing this carrot is that there is no carrot. A carrot implies a guaranteed reward. There is no guaranteed reward. You could play the game for the rest of your life and not get one of these recipes.
This isn't a problem for anyone who doesn't absolutely want one of these, which is probably the case for the majority of players in the game. Many are unaware that it is even an option that could drop. When they get it, they are pleasantly surprised, and that is what is really intended.
This is a problem for those who do absolutely want one. They are trying to guarantee a reward in a situation where the game itself does not. Now they are deliberately farming the item, and part of the deliberately calculated decision is to make sure that people who do farm these items do not flood the game with them.
From a design perspective, they can change the reward so that it is guaranteed for all who attempt it after a prescribed amount of work. They can make it a reward for a quest, or create a series of stages that must be completed in order to get the reward. This is assuming that they want to guarantee the reward for all who attempt it.
Another thing they can do is make it so that it is easier to get, but bind it to the player so that the player is the only one who benefits. BoP. This helps prevent rare drops from becoming too common. With recipes, that means that eventually the player gets these recipes and they are junk. They already know it and no one else can use it.
Stormahawk wrote: »And how to determine what that rate should be?
Stormahawk wrote: »The question is, what drop rate is good for making plans feel rewarding, rare, and exciting, but without making them impossible or too common?
And to answer your question, if a dedicated player can complete the plans before the next major update adds to the treadmill, then that would be reasonable. Completionism in this case would be out of reach of the mainstream player and of new players who are starting years behind the treadmill. But allowing a dedicated player to keep up with the treadmill would be the least they can do. Right now, even the most hardcore of farmers are reporting that they aren't even remotely close to being able to keep up. And that's just wrong.
Stormahawk wrote: »The question is, what drop rate is good for making plans feel rewarding, rare, and exciting, but without making them impossible or too common?
And to answer your question, if a dedicated player can complete the plans before the next major update adds to the treadmill, then that would be reasonable. Completionism in this case would be out of reach of the mainstream player and of new players who are starting years behind the treadmill. But allowing a dedicated player to keep up with the treadmill would be the least they can do. Right now, even the most hardcore of farmers are reporting that they aren't even remotely close to being able to keep up. And that's just wrong.
Drummerx04 wrote: »lordrichter wrote: »MasterSpatula wrote: »ZOS must be completely aware by now that the playerbase is largely fed up with atrocious-droprate RNG grinds, but they're utterly committed to this inherently bad mechanic. They have us chasing quasi-imagionary carrots because someone over there thinks it leads to a solid revenue stream. If anyone at ZOS were in touch with reality enough to know the effect that customer satisfaction has on revenue, they'd be putting a stop to this immediately.
This game is built from the ground up on RNG. They are not only committed to it, it is the main tool in thier toolbox. This is hardly surprising as this is an RPG.
The bottom line is that they use a low probability random drop because not everyone is intended to get one of these recipes. The time required is undefined and the effort only pays off as a statistical probability that cannot guarantee a reward within a certain amount of time. It is not an inherently bad mechanic, it is a deliberate, calculated, decision.
The first thing to know about chasing this carrot is that there is no carrot. A carrot implies a guaranteed reward. There is no guaranteed reward. You could play the game for the rest of your life and not get one of these recipes.
This isn't a problem for anyone who doesn't absolutely want one of these, which is probably the case for the majority of players in the game. Many are unaware that it is even an option that could drop. When they get it, they are pleasantly surprised, and that is what is really intended.
This is a problem for those who do absolutely want one. They are trying to guarantee a reward in a situation where the game itself does not. Now they are deliberately farming the item, and part of the deliberately calculated decision is to make sure that people who do farm these items do not flood the game with them.
From a design perspective, they can change the reward so that it is guaranteed for all who attempt it after a prescribed amount of work. They can make it a reward for a quest, or create a series of stages that must be completed in order to get the reward. This is assuming that they want to guarantee the reward for all who attempt it.
Another thing they can do is make it so that it is easier to get, but bind it to the player so that the player is the only one who benefits. BoP. This helps prevent rare drops from becoming too common. With recipes, that means that eventually the player gets these recipes and they are junk. They already know it and no one else can use it.
An excellent and honest deconstruction of why RNG can be a good thing.
Naturally it falls flat when you get into situations like,
"I can clear vMA in < 40 minutes with no deaths and have done so 200 times, but I've never seen a destruction staff in the weekly rewards or from the chest"
vs
"I struggled for hours in vMA across 32 play sessions and was rewarded with a sharpened (back when OP) lightning destruction staff as my first and only drop so I never have to run again lololololol!!"
Essentially, this game's rng does a very poor job of rewarding skill based accomplishments.