Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
While I appreciate your perspective, I'm specifically looking for hard data gathered by players - or a simpler way to do it myself. I'm looking for empirical proof. Theories about why sets would drop more than others are a whole other topic entirely (although I do have my own ideas about why that is).
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
And this is where you are completely wrong.
The entirety of this game is designed to funnel the player to the crown store, that is their business model. If popular items drop often, that means they are sold often. If they are sold often, that means people are making more gold. If people are making more gold, they don't need to spend $170.00 on a house in the crown store, they can just get it with gold.
The goal is to get the average player (not the players who "play" the guild stalls) to make enough gold to maintain playing in game, but not so much that they can EASILY purchase everything in game. This is why items are sold in the crown store in the first place, for a high price I might add.
Its not really hard to understand. So although your "conspiracy theory" comment is cute, it's really not and reflects poorly on your judgement.
Siohwenoeht wrote: »Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
And this is where you are completely wrong.
The entirety of this game is designed to funnel the player to the crown store, that is their business model. If popular items drop often, that means they are sold often. If they are sold often, that means people are making more gold. If people are making more gold, they don't need to spend $170.00 on a house in the crown store, they can just get it with gold.
The goal is to get the average player (not the players who "play" the guild stalls) to make enough gold to maintain playing in game, but not so much that they can EASILY purchase everything in game. This is why items are sold in the crown store in the first place, for a high price I might add.
Its not really hard to understand. So although your "conspiracy theory" comment is cute, it's really not and reflects poorly on your judgement.
It's a completely bonkers theory. The game was designed without a cash shop and had a mandatory subscription. Add to that the fact that gold is absurdly easy to make in this game without using the guild traders and you have only conjecture left. I call it as I see it, and in this case it quacks.
Siohwenoeht wrote: »Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
And this is where you are completely wrong.
The entirety of this game is designed to funnel the player to the crown store, that is their business model. If popular items drop often, that means they are sold often. If they are sold often, that means people are making more gold. If people are making more gold, they don't need to spend $170.00 on a house in the crown store, they can just get it with gold.
The goal is to get the average player (not the players who "play" the guild stalls) to make enough gold to maintain playing in game, but not so much that they can EASILY purchase everything in game. This is why items are sold in the crown store in the first place, for a high price I might add.
Its not really hard to understand. So although your "conspiracy theory" comment is cute, it's really not and reflects poorly on your judgement.
It's a completely bonkers theory. The game was designed without a cash shop and had a mandatory subscription. Add to that the fact that gold is absurdly easy to make in this game without using the guild traders and you have only conjecture left. I call it as I see it, and in this case it quacks.
WAS...was....lets focus on that for a moment, because WAS is key here. You are living in the past, not accepting current data. The game has changed DRASTICALLY since its failed launch (failed is also important, because it dictates why changes where made).
It is undeniable that the game is designed and revolves around the crown store. Its so obvious I am dying here laughing at your observational acuity, or lack of.
If gold was flowing out of peoples pockets like water, there would be no need for ZO$ to sell houses on the crown store.
Siohwenoeht wrote: »Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
And this is where you are completely wrong.
The entirety of this game is designed to funnel the player to the crown store, that is their business model. If popular items drop often, that means they are sold often. If they are sold often, that means people are making more gold. If people are making more gold, they don't need to spend $170.00 on a house in the crown store, they can just get it with gold.
The goal is to get the average player (not the players who "play" the guild stalls) to make enough gold to maintain playing in game, but not so much that they can EASILY purchase everything in game. This is why items are sold in the crown store in the first place, for a high price I might add.
Its not really hard to understand. So although your "conspiracy theory" comment is cute, it's really not and reflects poorly on your judgement.
It's a completely bonkers theory. The game was designed without a cash shop and had a mandatory subscription. Add to that the fact that gold is absurdly easy to make in this game without using the guild traders and you have only conjecture left. I call it as I see it, and in this case it quacks.
WAS...was....lets focus on that for a moment, because WAS is key here. You are living in the past, not accepting current data. The game has changed DRASTICALLY since its failed launch (failed is also important, because it dictates why changes where made).
It is undeniable that the game is designed and revolves around the crown store. Its so obvious I am dying here laughing at your observational acuity, or lack of.
If gold was flowing out of peoples pockets like water, there would be no need for ZO$ to sell houses on the crown store.
Siohwenoeht wrote: »Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
Note to self: buy stock in Reynolds aluminum foil to supplement Orville Redenbacher holdings.
To the topic, my personal experience with eso's rng has been varied across the board. For materials I have extremely good luck when compared to some of the posts I've seen regarding gold mat drops. I average closer to 1 gold mat per 100 rather than the 200 that is widely accepted.
For dungeon gear my rate is abysmally and comically bad. I had time with the wife out of town and spent 10 hours at one session running coa for burning spellweave anything and only ended up with 3 pieces over that period.
Now on monster helms and shoulders, I tend to get correct weight and trait in 3-4 runs or chest openings.
Don't ask about vMA for me lol.
There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
To OP, I do not think there is hard data anymore. However, I think all sets in a dungeon have the same chance of dropping. It would not make sense to go to the additional trouble of making one set drop more than others.
It used to be extremely rare to get a weapon for a specific set to drop as they only dropped from the last boss and competed with jewelry. Much has changed since then to make it more favorable for a weapon to drop but I think it is still on the low side which makes it frustrating.
Make sure to open all chests as they have a chance to drop a weapon as well. Also, farm with friends that are wiling to trade with you. Normal difficulty is best for farming gear except for master and vMA weapons as they only drop on vet.
redlink1979 wrote: »Conspiracy theories. lol
Maybe the problem is that people expect to get the desired item with the desired trait in the 1st attempt.
Siohwenoeht wrote: »Siohwenoeht wrote: »There is some weighted value to the rng but it's definitely not connected in any way to the crown store.
And this is where you are completely wrong.
The entirety of this game is designed to funnel the player to the crown store, that is their business model. If popular items drop often, that means they are sold often. If they are sold often, that means people are making more gold. If people are making more gold, they don't need to spend $170.00 on a house in the crown store, they can just get it with gold.
The goal is to get the average player (not the players who "play" the guild stalls) to make enough gold to maintain playing in game, but not so much that they can EASILY purchase everything in game. This is why items are sold in the crown store in the first place, for a high price I might add.
Its not really hard to understand. So although your "conspiracy theory" comment is cute, it's really not and reflects poorly on your judgement.
It's a completely bonkers theory. The game was designed without a cash shop and had a mandatory subscription. Add to that the fact that gold is absurdly easy to make in this game without using the guild traders and you have only conjecture left. I call it as I see it, and in this case it quacks.
Siohwenoeht wrote: »But to the OP, if I remember correctly, @SirAndy has some insight on how the rng actually works. Perhaps he'll chime in.
witchdoctor wrote: »@Raideen
I'm having trouble getting a second AY Dagger.
Please point me to the item on the Crown Store that will replace that.
I farm with my wife, alone, and with groups and know where every chest in Arx Corinium is. Every single one. I have been farming it for over a year 20+ times a week and not a single Undaunted Infiltrator Staff of any kind has dropped, let alone the one I need. Not one - for anyone in my group, whether that's a pug, my wife and I duo'ing it, or with my guilds.
Siohwenoeht wrote: »Correlation does not equal causation. Your observations are:
That is what we called the logical fallacy of equivocation at University.
Siohwenoeht wrote: »I'm missing your jump from "the cash shop and the game mechanics both involve rng, therefore the must operate in concert.
starkerealm wrote: »Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I don't have an addon. However, long term experience has shown that ESO's RNG is extremely streaky. It's suspected that the seed used by the RNG is tied to your account ID somehow. (Hell, it might be using the Record Key as your seed.) So, this results in RNG that is very biased for the individual, but, simultaneously, fairly even across the board, when you get away from viewing things from a single account.
Siohwenoeht wrote: »I'm missing your jump from "the cash shop and the game mechanics both involve rng, therefore the must operate in concert.
Really? Does the notion, "more time in the store = more likely to buy something" fly all the way over your head? It's why the milk is in the back of grocery stores... or is that just another correlation?
Does anyone have current data or know an addon that tracks the drops in dungeons or trials?
I have been doing a lot of farming before the big nerf to sustain happens and I started to notice certain sets dropped significantly more than others in the same dungeon.I have a theory that the drops are weighted more heavily towards the sets that get the least use overall in the community but I'm aware I might be dealing with confirmation bias, so I was looking for hard data or a way to go about tracking it myself without doing it by hand.
I think there is another way to approach this.
If you study how the game is designed, and how its designed to funnel the player to the crown store (by keeping gold out of the players hands), then it would make sense that ZO$ would want sets that are undesirable to drop more than the desirable sets.
I cant think of a single set in game that is desirable that is cheap. Even crafted go for a good amount.
Considering we cannot buy sets in the crowns store (and many players who are active in the game have plenty of gold) this post makes pretty much no sense in the context of this threads OP.