Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.No, leads should not be tradable. As I feel players should actually play the game to get the things they want, including mythics. But leads shouldn't be too grindy to get either.
PS: Can already see the chat filled with: "Selling full mythic leads, only xxk gold!" Should not happen, ever!
Agreed, all leads should be in easily accessible places! And in multiple spots gameplay-wise, so players can receive leads from any content they enjoy doing.Tommy_The_Gun wrote: »Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.
I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
phaneub17_ESO wrote: »I get them all the time and my highest scrying is like 4, I can't get myself to level this skill line its so boring! I have a bunch of Epic and Legendary leads collected then expires in my play time as I'll never reach the skill to actually put them to use.
Agreed, all leads should be in easily accessible places! And in multiple spots gameplay-wise, so players can receive leads from any content they enjoy doing.Tommy_The_Gun wrote: »Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.
I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
Tommy_The_Gun wrote: »Yes. But... on the other hand I don't think that mythic leads should be inaccessible either. And some of them kinda are dropping in places that many players won't ever do - like group arenas & trials.No, leads should not be tradable. As I feel players should actually play the game to get the things they want, including mythics. But leads shouldn't be too grindy to get either.
PS: Can already see the chat filled with: "Selling full mythic leads, only xxk gold!" Should not happen, ever!
I guess it would be all fine if we had multiple sources for every mythic. This would kinda stop the "boss camping" or "node camping" phenomenon we have when there is a new mythic introduced. Players imho should help each other, but the way many leads are designed makes it the total opposite & creates very toxic situations.
NettleCarrier wrote: »It should be like dungeon set loot, just within the people that were there. Nothing more demoralizing than doing the dungeon for the 20th time with a group of friends and all of them have received the lead for the 2nd or 3rd time (if they have already scryed it). I do NOT think they should be sellable or guaranteed in any form (to prevent selling of drops).
As someone with only 6 leads left to farm, I think this whole process has been terribly UNfun.
NettleCarrier wrote: »It should be like dungeon set loot, just within the people that were there. Nothing more demoralizing than doing the dungeon for the 20th time with a group of friends and all of them have received the lead for the 2nd or 3rd time (if they have already scryed it). I do NOT think they should be sellable or guaranteed in any form (to prevent selling of drops).
As someone with only 6 leads left to farm, I think this whole process has been terribly UNfun.
wolfie1.0. wrote: »I voted yes, but only on the condition that they work like dungeon and trial gear in that they are trade able only if you are grouped with others and only to those people and have a time limit. Starting the scrying process binds it to your account.
For several of the furnishing leads, I am letting the leads expire because every house that is big enough to hold them has one or more of them already. Why not let me trade them to someone else who still wants them?
redspecter23 wrote: »I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.
For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.
Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.
Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.
Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.
Necrotech_Master wrote: »redspecter23 wrote: »I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.
For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.
Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.
Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.
Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.
well technically speaking, the leads themselves are already outside of the DLC (case in point: there are 2 new leads from firesong dlc that are in base game dungeons wayrest 1 and 2, but you have to dig it up IN galen itself, so literally anyone in the game has access to these leads already, but you sitll have to pay for greymoor (to access antiquities) and own firesong dlc to dig up a lead in galen)
redspecter23 wrote: »Necrotech_Master wrote: »redspecter23 wrote: »I think I'm fine with this idea, at least in theory and if we assume a few things. The issue would be convincing ZOS and getting around the monetization reasons that some leads are the way they are.
For instance, if leads were tradable, players without access to certain DLC could get access to those leads. While this is player friendly, it cuts into monetization, especially for new DLC so that issue would need to be addressed in order to get ZOS on board.
Secondly, we assume drop rates on leads are static. So that your first copy of a lead might have a 5% drop chance and so would the second, third, etc. What if that's not the case? What if your first copy of a lead is a 5% drop rate, but your second copy is maybe only 3% drop rate by design? Allowing trading might let you bypass an intentional system put in place to make extra copies harder to acquire.
Also, ZOS chooses their drop rates based on the fact that these are bind on pickup. If they were tradable, we might start seeing leads that are extremely hard to get with the intention that many players would buy them from others rather than farm themselves.
Long story short, I would personally like the idea, but sometimes there are other factors that we either can't immediately see or even agree with that are still factors.
well technically speaking, the leads themselves are already outside of the DLC (case in point: there are 2 new leads from firesong dlc that are in base game dungeons wayrest 1 and 2, but you have to dig it up IN galen itself, so literally anyone in the game has access to these leads already, but you sitll have to pay for greymoor (to access antiquities) and own firesong dlc to dig up a lead in galen)
Good point. With most of the new ones, you get the lead wherever, but then dig it up in the new zone. It could still in theory save that player from needing to own the DLC the lead drops in, but they do need to have access to the new zone to do the digging. For instance, Firsong has a lead that drops on Shipwright's Regret. You need access to two different DLC packs for that one lead.