I know that's a joke, but it's probably exactly that. Thoughtless. RNGsus in the development process. I bet daily quests have set drop chance. Safeboxes have a set drop chance, regardless of what the drop is. I'm guessing, of course.Drammanoth wrote: »Reasoning? No reasoning - just RNGsus
Sure, but it's crushing. I have to say, I like the sticker book. It's much better to know that you will make guaranteed progress by the end of a dungeon than to farm a random drop with a low drop chance. If leads were tradeable, I bet they would not be cheap. They could even be in the millions for some of them. All the same, I might pay. I'd love to have the option to trade.It's just another mechanic to keep you grinding really.
It's just another mechanic to keep you grinding really.
santhoranb16_ESO wrote: »Usual practice in MMOs and nothing "bad" , its just to stretch the content.
Hahahahaha! RNG must very well know that I normally never do safeboxes, nor dailies other than writs.freespirit wrote: »I find they are not rare UNTIL you are actively looking for one!!
I'm not looking for it, I'm not looking for it, I'm totally doing something else, don't let RNG get a whiff of a hint you want a particular lead!!
Some of them drop relatively quickly, for example the leads you get from world bosses. Others, notably the Shadowfen Harpooner's Wading Kilt watery plants lead, take an eternity to acquire (for most of us). The drop chance appears (or appeared) to be very low. There are some leads I never got around to, such as the Ehlnofey Markarth safebox lead. I am also doing the Fargrave daily quests for a Markyn lead, so far to no avail. What's worse about these leads is that safeboxes and the Fargrave quests also drop other leads. You're not even guaranteed the correct lead, when one finally drops.
What do you think is the reasoning for making these leads have such a low drop chance? Might it be that ZOS consider non-combat activities trivial and, therefore, the drop chance is lower?
Just because you're versed in statistics and that sounds plausible, doesn't mean it's true. You got incredibly lucky. The watery plants Kilt lead is known to have a low drop rate. It took many hours for me and for many of my friends. World bosses can be reticent, but after 10 or 20 tries you have the lead in the vast majority of cases.Some of them drop relatively quickly, for example the leads you get from world bosses. Others, notably the Shadowfen Harpooner's Wading Kilt watery plants lead, take an eternity to acquire (for most of us). The drop chance appears (or appeared) to be very low. There are some leads I never got around to, such as the Ehlnofey Markarth safebox lead. I am also doing the Fargrave daily quests for a Markyn lead, so far to no avail. What's worse about these leads is that safeboxes and the Fargrave quests also drop other leads. You're not even guaranteed the correct lead, when one finally drops.
What do you think is the reasoning for making these leads have such a low drop chance? Might it be that ZOS consider non-combat activities trivial and, therefore, the drop chance is lower?
I think the drop rate is the same for all parts and you simply are at different ends of the distribution curve for the ones you find "easy" versus the ones you find "hard".
On my EU character, I got the Wading Kilt lead in Shadowfen by gathering alchemy nodes while I was doing the Public Dungeon quest, and that was the first time I went to that zone. I'm sure that for every lead that someone finds hard, there are going to be stories similar to mine because RNG doesn't care about your feelings.
Some of them drop relatively quickly, for example the leads you get from world bosses. Others, notably the Shadowfen Harpooner's Wading Kilt watery plants lead, take an eternity to acquire (for most of us). The drop chance appears (or appeared) to be very low. There are some leads I never got around to, such as the Ehlnofey Markarth safebox lead. I am also doing the Fargrave daily quests for a Markyn lead, so far to no avail. What's worse about these leads is that safeboxes and the Fargrave quests also drop other leads. You're not even guaranteed the correct lead, when one finally drops.
What do you think is the reasoning for making these leads have such a low drop chance? Might it be that ZOS consider non-combat activities trivial and, therefore, the drop chance is lower?
I think the drop rate is the same for all parts and you simply are at different ends of the distribution curve for the ones you find "easy" versus the ones you find "hard".
On my EU character, I got the Wading Kilt lead in Shadowfen by gathering alchemy nodes while I was doing the Public Dungeon quest, and that was the first time I went to that zone. I'm sure that for every lead that someone finds hard, there are going to be stories similar to mine because RNG doesn't care about your feelings.
Just because you're versed in statistics and that sounds plausible, doesn't mean it's true. You got incredibly lucky. The watery plants Kilt lead is known to have a low drop rate. It took many hours for me and for many of my friends. World bosses can be reticent, but after 10 or 20 tries you have the lead in the vast majority of cases.
Like I said, this goes towards "play as you want". Let the leads be rare, but stick them in a container and make them tradeable. Let them be worth millions or whatever the market decides, but give me the option to pay for them with gold.
francesinhalover wrote: »A guy in one of my guild keeps counted the time he spent getting the harponers lead from water nods.
It has been 54h no lead yet.
I bet daily quests have set drop chance. Safeboxes have a set drop chance, regardless of what the drop is. I'm guessing, of course.Drammanoth wrote: »Reasoning? No reasoning - just RNGsus
Drammanoth wrote: »Reasoning? No reasoning - just RNGsus
As a non-ESO+ member who just got the Waders I can tell you that this ONE ITEM's leads spanned no less then 4 DLC's. Food for thought.
kringled_1 wrote: »As a non-ESO+ member who just got the Waders I can tell you that this ONE ITEM's leads spanned no less then 4 DLC's. Food for thought.
I'm not sure how you're counting that. Ruins and Murkmire are dlcs. Blackwood is the chapter, and the other 2 leads are in base game zones. All leads are dug up in Blackwood, and this lead is basically a chapter feature, so it's really 2 additional dlcs.