I'm hoping you saw my response to Tsar_Gekkou on this similar point, but I'll happily repeat it here just in case:Even in a few months it's a horrible activity. Picking flowers in the same zone for such a long time instead of playing and enjoying the game is just bad. I would have preferred nice questlines, yes, but I would have been okay with something that I could do from time to time while actually playing
"For me, yes, if I didn't get it today, I will try again tomorrow; I'm in no hurry as this is a long-term game for me. I also spice it up by doing other things in-game instead of being so hyper-focused on one thing that it agitates me because I'm only doing that one thing and not getting satisfaction"
This is key with many of the things in this game and others; people get hyper-focused on something they really want, get disappointed others are getting it and/or they aren't, then it goes downhill from there. It's similar to burnout. Step away for even just a bit to let your mind and feeling rest Go do some dungeons, mix with friends, help new players in your Guild or in chat. Just something to help ease that frustration or dislikeThat would certainly ease the annoyance for many, but why do you think ZoS made the lead only available from certain things in Shadowfen? There are many views out there on this, mine included in the post you responded toHad they put the lead in all water plants in all zones, that would have been an immense improvement
Disagree. I like you have to actually work for things, if you actually want them
cyberjanet wrote: »SeaGtGruff wrote: »most rewards which drop based on RNG aren't designed to be obtained right away
When RNG is involved, I may as well give up before I start.
I remember back in Guild Wars days, a friend took me to to a fabulous farming route for some crafting material, I forget what. He got 300. I got two.
Nothing has changed. I do have to wonder if there is some hidden code in my username that suppresses drops.
Working (spending a lot of time) for a Mythic item is understandable. But as soon as you add probability (RNG), the work can become absurd. For instance, does ESO know (if my math is correct):
If you have a 10% chance of getting only part of a Mythic item, you have a 50% chance of not getting it 6 times in a row.
If you have a 5% chance, you have a 50% chance for 13 times in a row, and a 25% chance for a whopping 27 times in a row.
Any low % chance in practice could possibly take hundreds of attempts (in theory, an infinite number).
So even if the 5% chance seems reasonable (imo it doesn't), does having to complete a 10 stage arena 13 times in a row to just have a 50/50 chance of getting only part of a Mythic item seem reasonable!?
--Dyn
cyberjanet wrote: »SeaGtGruff wrote: »most rewards which drop based on RNG aren't designed to be obtained right away
When RNG is involved, I may as well give up before I start.
I remember back in Guild Wars days, a friend took me to to a fabulous farming route for some crafting material, I forget what. He got 300. I got two.
Nothing has changed. I do have to wonder if there is some hidden code in my username that suppresses drops.
I completely agree with this.
ZOS need to come clean with exactly how RNG works in game. I see so many people who seem to get leads dropped in a reasonable time, only to have to really grind myself for everything eg:
2000+ fish = 1 Perfect Roe.
100+ runs of Arx = 0 inferno staffs
8 hours in Bad Mans Hollows for the Pale Order lead.
6 hours and well over 400 kills in Bal Foyen for the kilt lead to drop.
lost count of the hours spent harvesting nodes for the other kilt lead - so far today harvested 105 nodes in Shadowfen (yes I'm actually counting now), and nothing.
Is there some code under my username that dictates my consistent appalling luck? Statistically speaking luck should even it's self out over the long term - but I suspect something else must be going on here...
I'm hoping you saw my response to Tsar_Gekkou on this similar point, but I'll happily repeat it here just in case:Even in a few months it's a horrible activity. Picking flowers in the same zone for such a long time instead of playing and enjoying the game is just bad. I would have preferred nice questlines, yes, but I would have been okay with something that I could do from time to time while actually playing
"For me, yes, if I didn't get it today, I will try again tomorrow; I'm in no hurry as this is a long-term game for me. I also spice it up by doing other things in-game instead of being so hyper-focused on one thing that it agitates me because I'm only doing that one thing and not getting satisfaction"
This is key with many of the things in this game and others; people get hyper-focused on something they really want, get disappointed others are getting it and/or they aren't, then it goes downhill from there. It's similar to burnout. Step away for even just a bit to let your mind and feeling rest Go do some dungeons, mix with friends, help new players in your Guild or in chat. Just something to help ease that frustration or dislikeThat would certainly ease the annoyance for many, but why do you think ZoS made the lead only available from certain things in Shadowfen? There are many views out there on this, mine included in the post you responded toHad they put the lead in all water plants in all zones, that would have been an immense improvement
Here's the thing with the "I'll get it when I get it" approach. People have been camping spawn points for water plants for days without getting a lead so how long will it take to get when you just spend the odd half hour every now and then?
Let me use the BSW inferno as an example. I've been playing since console release so that's a lot of runs of CoA pledges over the years. Add in a day every now and then when I've specifically farmed for it. And do you know how many have dropped? Not. A. Single. One. That includes for any of my group members when I've had friends helping me. I still don't have one after 6 years of trying.
There is a very real possibility that if you don't grind for some of these leads for days/weeks/months
on end you will never get it!
How is this good game design?
Supertonicbaker wrote: »
There’s a difference between getting players to revisit old content and getting players to hate, not only the content, but also the area/zone/trial and even mentioning it’s name.
cyberjanet wrote: »Indeed. My husband has stopped playing the game altogether because he just can't get leads without grinding, or being expected to do content beyond his playing skills or interests. He really loves the antiquities, and the crafting, but sees no point in having to work to do stuff rather than play. We're retired now. Work is over.
They need to not put leads in dungeons/arenas. I look after a disabled partner, so I can't do those activities as I could be called away at any time for various amounts of time and most groups wouldn't like having to hang about. So there's many antiquities out there I'll never be able to get on account of this, although I've given up being worried about it.
I would also point to the Law of Large Numbers to further illustrate the point.huntgod_ESO wrote: »It's actually much worse than that...You have a 10% each time to your run it, that does not mean that in 10 runs your are going to get it. You can run it 100 times and not get it, because that 10% doesn't compound. Statistically, you should probably get 1 after 10 runs, but the reality is, you very well may not. It's been a long time since I took statistics, but depending on how they structure the loot table but clustering could make this nightmarishly difficult.
AuraStorm43 wrote: »The drop rates on some antiquities is far too low, insanely low to the point i can’t help but believe its being done on purpose
It took me months to get the lead from Shadowfen, when every other kilt lead took a small amount of time in comparison
Why do so many players assume that RNG means that every item ought to have the same RNG value, and that every RNG item ought to drop with reasonable and predictable regularity?
Does anyone actually believe that having a 1 out of 10 chance to get some item or lead means that they should have to get a desired drop within 10 attempts, and that this would make the game satisfying in the long term?
The game has been designed to make some items more rare and in so doing coerce players to continue playing the same locations many times. Imagine how long an average player would continue to play a game where all desired items could be within a specific maximum number of runs, and how dead certain areas would become once everyone got a guaranteed desired item from the dungeon or trial.
Imagine how boring the game would be if a player knew that they only had to run a zone or area 15 times to get a certain outcome of getting all 14 pages in any specific motif.
I doubt many players would play more than 6 months after getting bored with constant success over time. RNG is designed to be uncertain, and some parts of a set are designed to be much harder to get to make the complete set time consuming.
AuraStorm43 wrote: »Why do so many players assume that RNG means that every item ought to have the same RNG value, and that every RNG item ought to drop with reasonable and predictable regularity?
(snip for brevity.)
It shouldn’t take months to get leads, drop rates are way too low for many and it needs to be fixed
AuraStorm43 wrote: »Why do so many players assume that RNG means that every item ought to have the same RNG value, and that every RNG item ought to drop with reasonable and predictable regularity?
(snip for brevity.)
It shouldn’t take months to get leads, drop rates are way too low for many and it needs to be fixed
I will absolutely grant your point that it shouldn't take months for a player to get a lead or an item.
otoh, many players are claiming they farmed for hours for rare leads and items, and *that* was too long, while other players were getting the lead quickly.
I'm not sure there are ways to easily correct that without causing the mayhem of a huge number of players suddenly getting items that are supposed to be rare within minutes every time.
Game devs in general have a really hard time striking that balance to keep everyone happy without making every acquisition boringly mundane. There are always numerous threads about players wanting to level mount abilities to a single purchase or being able to feed a mount 60 times for each enhancement within hours instead of over the course of time.
RNG isn't ever 'perfect', and usually not even great, but one of the objects of the game is to keep players wanting stuff and coming back for another 'maybe I'll get it this time' try rather than everyone getting everything within hours or a day of attempting, every time, or even most of the time.
I was just trying to throw perspective into my response, not imply that all is well with every aspect.
Imagine how boring the game would be if a player knew that they only had to run a zone or area 15 times to get a certain outcome of getting all 14 pages in any specific motif.
Imagine how boring the game would be if a player knew that they only had to run a zone or area 15 times to get a certain outcome of getting all 14 pages in any specific motif.
Imagine how boring the game would be if a player knew that they only had to run a zone or area 15 times to get a certain outcome of getting all 14 pages in any specific motif.
Motif's are another story, 'cause once you get them that's it and you've achieved what you've set out to do.
With leads, for mythic items at least, you "need" them to do other things. Or the vMA Weapons, which thankfully is a thing of the past now.
You don't farm for the sake of having them collected, but to progress in other areas.