A better example would be lead drops. If you don't own a certain zone or expansion, the leads for that zone drop from the sky like raindrops in a thunderstorm. But as soon as you buy it the leads become very hard to get.
katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
Furnishing plans suffer from a super low drop rate that is hard to manifest. The container loot table is filled with trash like ash, lockpicks, and white gear. I think it probably rolls for furnishing plan drop and then rolls for base game or zone plan, and the probability of base game is higher than zone plan so that is what you get 90% of the time or more.
EDIT: even if it did roll twice for furnishing plans, once for base game and once for zone plan, it would still favor the base game plans.
Elvenheart wrote: »katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
Furnishing plans suffer from a super low drop rate that is hard to manifest. The container loot table is filled with trash like ash, lockpicks, and white gear. I think it probably rolls for furnishing plan drop and then rolls for base game or zone plan, and the probability of base game is higher than zone plan so that is what you get 90% of the time or more.
EDIT: even if it did roll twice for furnishing plans, once for base game and once for zone plan, it would still favor the base game plans.
Don’t curated weapons always only drop from the final boss while all the other bosses only drop armor? And to make it worse, some of those bosses are limited to what type of armor they drop, like only hands and feet, etc? I think we always get our armor pieces full in our sticker books long before we can fill up the weapons.
And I agree, RNG can be awful.
katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
This is because different types of monsters drop different items.
For example, in overland:
Delves: belts and boots
<snipped for brevity>
A better example would be lead drops. If you don't own a certain zone or expansion, the leads for that zone drop from the sky like raindrops in a thunderstorm. But as soon as you buy it the leads become very hard to get.
Caligamy_ESO wrote: »Elvenheart wrote: »katanagirl1 wrote: »I don’t think much of it is true random rolls. Just look at something like the stickerbook, there are more weapons than armor but the weapons always drop last. There has to be some probability assigned to each type to get what I have experienced.
Furnishing plans suffer from a super low drop rate that is hard to manifest. The container loot table is filled with trash like ash, lockpicks, and white gear. I think it probably rolls for furnishing plan drop and then rolls for base game or zone plan, and the probability of base game is higher than zone plan so that is what you get 90% of the time or more.
EDIT: even if it did roll twice for furnishing plans, once for base game and once for zone plan, it would still favor the base game plans.
Don’t curated weapons always only drop from the final boss while all the other bosses only drop armor? And to make it worse, some of those bosses are limited to what type of armor they drop, like only hands and feet, etc? I think we always get our armor pieces full in our sticker books long before we can fill up the weapons.
And I agree, RNG can be awful.
Yes the final boss is always weapons & jewelry, with the only exception being treasure chests which are not curated and can drop anything from that dungeon.
A better example would be lead drops. If you don't own a certain zone or expansion, the leads for that zone drop from the sky like raindrops in a thunderstorm. But as soon as you buy it the leads become very hard to get.
I'm on a base game and I swear I'm getting too many of those leads, like every day at least 3 or 4, purple and yellow. And I don't even do anything special for it. Maybe it should be like this but I feel like ZOS is really pushing me to buy that western skyrim dlc. If your theory is correct, then I'll stop finding these leads the moment I buy the dlc. But I won't buy it to find out
Actually, this game is rather friendly, with the drops. It's quite easy to get what you need.
I remember a game where raids were for 24 payers with 4-5 drops. 4-5drops in total, not per player, meaning that at least 19 players would get nothing. And they were not curated. And drops were all linked to classes. And loot for classes not present could drop as well. A real nightmare.
Here, you can farm your gear easily. The worst being the weapon, but you are pretty much garantee to drop the weapon you need by running the content a measly 10 times.
And don't get me wrong, that's great ! Gearing up shouldn't be a chore.
Now, I suppose there are rare cosmetics or furniture that are hard to get .. but at least some things should be rare. What would the point be, if everything was ripe for pick up?
AnduinTryggva wrote: »I am a seasoned gamer playing video games since the era of C64 and hands down ESO has one of the worst RNG of any video game that I have ever played. The "R" in RNG is not really standing for "random". I am more and more convinced that what pretends to be "random" is actually deterministic with a certain randomized bandwidth around the deterministic number.
Best example is tales of tribute. Not only do the cards in the tavern have patron phases where cards for a certain patron come up together or chained one after the other, also the cards that one gets in one's hand from the draw pile is not really random. At the beginning one has one card per patron. When you buy one the probability that the two patron cards are in your hand simultaneously in one of the next turns looks significantly higher than 50%. And this observation is not one made over a couple of matches but over weeks.
I am quite sure that also the furniture plan drop is more deterministic than really random.
Grizzbeorn wrote: »Every aRPG and MMORPG I have ever played has (or had, for the ones that no longer exist, e.g. Marvel Heroes) terrible RNG; it just comes with the territory.
ESO is no different (better or worse) than any other game of the loot collection variety.
moderatelyfatman wrote: »Grizzbeorn wrote: »Every aRPG and MMORPG I have ever played has (or had, for the ones that no longer exist, e.g. Marvel Heroes) terrible RNG; it just comes with the territory.
ESO is no different (better or worse) than any other game of the loot collection variety.
I dunno.... it always feels worse in ESO. Maybe it's because the reward is so mediocre?
Actually, this game is rather friendly, with the drops. It's quite easy to get what you need.
(...)
Here, you can farm your gear easily. The worst being the weapon, but you are pretty much garantee to drop the weapon you need by running the content a measly 10 times.
For bis weapons its people who collect all but the one biz weapon in an dungeon or trial and sell weapon runs.Actually, this game is rather friendly, with the drops. It's quite easy to get what you need.
(...)
Here, you can farm your gear easily. The worst being the weapon, but you are pretty much garantee to drop the weapon you need by running the content a measly 10 times.
For dungeons, the worst case is actually 45 runs until you're guaranteed to get the weapon you're looking for because the final boss also drops the two jewelry pieces and the shield in addition to the twelve weapons - from three different sets.
Actually, this game is rather friendly, with the drops. It's quite easy to get what you need.
(...)
Here, you can farm your gear easily. The worst being the weapon, but you are pretty much garantee to drop the weapon you need by running the content a measly 10 times.
For dungeons, the worst case is actually 45 runs until you're guaranteed to get the weapon you're looking for because the final boss also drops the two jewelry pieces and the shield in addition to the twelve weapons - from three different sets.
SpiritofESO wrote: »Normally, I might disagree, but my experience is actually pretty much the same as everybody else. The RNG does not seem very random at all.
For example, after spending the last six years playing Elder Scrolls Online, one day in Cyrodiil while mining, which we all do pretty regularly, I suddenly got an achievement!
I checked to see what the achievement was and was shocked that it took SIX years of fairly common, everyday mining to get this is ACHIEVEMENT, which I didn't even know existed!
"Hroldan Hammer Mining is a customized action that alters the mining animation and audio. It is obtainable as a rare drop from mining ore nodes in any zone, or purchased from Rolis Hlaalu for 50 Writ Vouchers."
(I don't actually know when it became available from Rolis Hlaalu. It was not really on my radar and had not much interest in it I suppose.)
I like the animation and I use it all the time now. But SIX ESO+ years of playing the game doing mining and other harvesting on a regular basis and finally I get this so-called rare drop?
So, I am guessing that "rare drop" can also equal the chances of being struck by lightning.
ESO's horrible RNG actually makes me just give up on ESO and play another game for awhile.
It feels bad spending so much time and effort just trying for a drop that never drops. Ugh.