This also if drop rate is to low like it was for weapons then it was sharpened or nothing before trait change i felt that its was crafted weapons and fantasy weapons who required you to run an dungeon hundred of times.Cherryblossom wrote: »Interesting read.
However doesn't stop RNG annoying the hell out of me.
Thank you @Carbonised for sharing your personal opinion and the knowledge of basic behaviorism. I study the social program here in Sweden and we have the subject psychology as one of many courses for that.
It's amazing how I could stumble across this not only in real life but also in games such as ESO. I agree with what you are saying and you are making a good point here:There needs to be something surprising and random, to keep us engaged and to avoid too much routine. However, this needs to be a small element of the experience, this needs to be like spice, carefully applied to enhance the dish.
Because you are giving me the vibe, that there needs to be relativity, and this is something I think everyone needs to understand to a certain degree, where you can speak open about it. I think games such as ESO has gotten off on the wrong foot - not to knock it down, I think the game has qualities that are unique and positive. But as you are indicating:When you build an entire gaming experience around the element of VRS, you are playing on the basal level of human behaviour dynamics. You are little better than the tobacco industry of yore, adding chemicals and other compounds to their product to maliciously and purposely raise the possibility of addiction.
I think that the people of the ESO-community and especially ZOS themselves needs to hear this. You are in my opinion, pointing in the right direction because it is a merciful feedback, as well as some anger in you. I am angry for this too.
I equally like ESO as much as I dislike the game. And so I tend to see it for what it is, a game. However the avarage person is (as I believe) caught in this trap you are talking about and that is not very good, not only for the game and it's developers but also for the individual. And I think that the game should be based on the principle of mutual trust (not to intentionally be irrelevant) and not on a mechanism. This is the type of psychology (and futhermore philosophy) that Alan Watts speaks of.