jedtb16_ESO wrote: »rng...
249 boxes so far with 68 motifs/furnishings of which 3 are of interest. 2x worm cult 1x ba.
but i also notice a lot of transmog crystals, 10 perfect roe and a dozen or so nirn stones.
so... not too shabby.
@Nestor
I am pretty sure that what actually happens is that anytime I’m awarded something from Zos, they put up a field of null timespace in which carrier pigeons, narwhals and lemurs run the reward boxes to my console, at which point they’re unpacked by fairies and assigned specific items owing to THE WHIMS OF THE FEY.
I have set up a camera to capture photographic evidence of this phenomenon, and I have one shot of a black flash, which is either the fairies or my cat chasing a housefly.
DISCLAIMER: Algorithm is an example only and my equation may not be correct format as its been a few years*cough*15*cough* since i have used this type of math. Im more of a geometry guy( carpenter) these days. But im sure you get the jist.Pure and simple, it's RNG.
Nothing else.
These boxes don't care what you know, what level you are, what your crafting level is, how many motifs you know or don't know, your trait research progress, what you did to get the box, your age, whether your dog really likes you or is just scamming you for food.
There are no patterns, there is no Zul.
Anotherone773 wrote: »Note: I do know there is a time element involved in motif drops. I farm them and i can tell if a mob is going to drop a motif soon or if its a waste of time based on the other loot that drops.
@davey1107 I reached a limit yesterday, the game said u had reached maximum daily quest for this day, I think that was 150 daily quests I did. Was on several characters
Pure and simple, it's RNG.
Nothing else.
These boxes don't care what you know, what level you are, what your crafting level is, how many motifs you know or don't know, your trait research progress, what you did to get the box, your age, whether your dog really likes you or is just scamming you for food.
There are no patterns, there is no Zul.
Anotherone773 wrote: »DISCLAIMER: Algorithm is an example only and my equation may not be correct format as its been a few years*cough*15*cough* since i have used this type of math. Im more of a geometry guy( carpenter) these days. But im sure you get the jist.Pure and simple, it's RNG.
Nothing else.
These boxes don't care what you know, what level you are, what your crafting level is, how many motifs you know or don't know, your trait research progress, what you did to get the box, your age, whether your dog really likes you or is just scamming you for food.
There are no patterns, there is no Zul.
Algorithm for event boxes reduced rewards.....
R - (T)P - (X)Y= C
R=Normal Chance
T= M - N
P= penalty rate A
X= Total Motifs known
Y= penalty rate B
M= Total minutes of penalty
N= Time passed since last "top tier" reward.
C= Adjusted drop rate.
The ADR is fed into the RNG. Lets say you have a normal chance of 100,000 in 500,000 of getting a top tier reward. The ADR may lower this to 30,000 in 500,000 for that box. The RNG doesnt "roll" until you click open(or maybe when you receive the reward depending on how its set up, it should be on "use" not "acquire" though it may be on acquire to keep people from hoarding boxes for a better chance). So it determines what you win in that millisecond after you open it.
Why would they adjust the rewards? Because if everyone got 20% drop rate on every character it flood the market. If everyone got 0.5% drop rate on every character most people wouldnt bother. So how do they give a drop rate that worthy but also one that wont flood the market? You use an algorithm to determine a penalty based on how much you have won in a period of time and on how many you already know( and thus likely to sell on traders). This way characters that have few or no motifs get more and apply them, while characters that have many have a lower drop rate, as to not flood the market.
Remember, ZOS reduced the drop rates of many motifs just a few weeks ago. Dont you think it a bit odd that they reduce the drop rate and then suddenly offer you extra chances to get a bunch? They want characters not caught up to be able to catch up while characters that dont( and are already likely hoarding gold ) need the motifs dont flood the market with them. This way characters that need them get them and dont have to buy them from ( likely) already wealthy players( concentration of wealth). These characters ( some will be new players) will then spend gold on other things like houses, removing some gold from the game.
Also another point is if your a vet player and have say 10 characters. You can easily log in each character and get 6 boxes in a few minutes. So you could do 60 boxes in about an hour every day just from writs. Then add in the fairly quick dailies like gold coast dailies which you can do all in less than 30 minutes. Thats another 40(without sacraments). Add thieves guild heist and daily thats 2 in 20 minutes so another 20. Playing 2 hours a day, you could get 120 boxes a day with 10 characters. You been playing a while so you have a lot of motifs already. So you start selling the ones you dont need because you know...lack of space. This drives the price down. Next thing you know you can pick up all the motifs in the game for less than 500 gold each.
ZOS has to balance the drops but still make them worthwhile so an adjusted drop rate based that uses a penalty system is a good way to make it worthwhile but keep motifs from becoming devalued to much.
Note: I do know there is a time element involved in motif drops. I farm them and i can tell if a mob is going to drop a motif soon or if its a waste of time based on the other loot that drops.
Anotherone773 wrote: »DISCLAIMER: Algorithm is an example only and my equation may not be correct format as its been a few years*cough*15*cough* since i have used this type of math. Im more of a geometry guy( carpenter) these days. But im sure you get the jist.Pure and simple, it's RNG.
Nothing else.
These boxes don't care what you know, what level you are, what your crafting level is, how many motifs you know or don't know, your trait research progress, what you did to get the box, your age, whether your dog really likes you or is just scamming you for food.
There are no patterns, there is no Zul.
Algorithm for event boxes reduced rewards.....
R - (T)P - (X)Y= C
R=Normal Chance
T= M - N
P= penalty rate A
X= Total Motifs known
Y= penalty rate B
M= Total minutes of penalty
N= Time passed since last "top tier" reward.
C= Adjusted drop rate.
The ADR is fed into the RNG. Lets say you have a normal chance of 100,000 in 500,000 of getting a top tier reward. The ADR may lower this to 30,000 in 500,000 for that box. The RNG doesnt "roll" until you click open(or maybe when you receive the reward depending on how its set up, it should be on "use" not "acquire" though it may be on acquire to keep people from hoarding boxes for a better chance). So it determines what you win in that millisecond after you open it.
Why would they adjust the rewards? Because if everyone got 20% drop rate on every character it flood the market. If everyone got 0.5% drop rate on every character most people wouldnt bother. So how do they give a drop rate that worthy but also one that wont flood the market? You use an algorithm to determine a penalty based on how much you have won in a period of time and on how many you already know( and thus likely to sell on traders). This way characters that have few or no motifs get more and apply them, while characters that have many have a lower drop rate, as to not flood the market.
Remember, ZOS reduced the drop rates of many motifs just a few weeks ago. Dont you think it a bit odd that they reduce the drop rate and then suddenly offer you extra chances to get a bunch? They want characters not caught up to be able to catch up while characters that dont( and are already likely hoarding gold ) need the motifs dont flood the market with them. This way characters that need them get them and dont have to buy them from ( likely) already wealthy players( concentration of wealth). These characters ( some will be new players) will then spend gold on other things like houses, removing some gold from the game.
Also another point is if your a vet player and have say 10 characters. You can easily log in each character and get 6 boxes in a few minutes. So you could do 60 boxes in about an hour every day just from writs. Then add in the fairly quick dailies like gold coast dailies which you can do all in less than 30 minutes. Thats another 40(without sacraments). Add thieves guild heist and daily thats 2 in 20 minutes so another 20. Playing 2 hours a day, you could get 120 boxes a day with 10 characters. You been playing a while so you have a lot of motifs already. So you start selling the ones you dont need because you know...lack of space. This drives the price down. Next thing you know you can pick up all the motifs in the game for less than 500 gold each.
ZOS has to balance the drops but still make them worthwhile so an adjusted drop rate based that uses a penalty system is a good way to make it worthwhile but keep motifs from becoming devalued to much.
Note: I do know there is a time element involved in motif drops. I farm them and i can tell if a mob is going to drop a motif soon or if its a waste of time based on the other loot that drops.
What happens in the overland has nothing to do with the Anniversary Boxes. What you get in one box has nothing to do with what you get in another.
I get at least 84 Boxes a day, there is no mechanism based on what you got before that determines what you get in the next one. On my first 3 characters I pulled 10 Motifs from the 18 boxes, one had 2 motifs which were Worm and Bloodhorn, so two unicorns right there. Previous box was a Xivikin. Box before that was an Alliance motif. Next character pulled 4 motifs including another Worm. This on a Mule that knows nothing about anything to do with crafting. Have I had a character that pulled no motifs from 6 boxes? Sure, but I am getting Nirncrux and Transmute and other goodies. Besides, I am running out of room to store motifs.
As far as the over land, the only thing about Motifs that I have determined is your going to get one per cell/building. This is based on 4 years and 1000's of motifs farmed. And there is a Delve in Vardenfell where that may not even apply, but that place is screwy for a number of things.
So, nice equation but its pure fantasy.
...one had 2 motifs which were Worm and Bloodhorn...