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 disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
katanagirl1 wrote: »I disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
It depends on what grind you are talking about. The gear grind is much better with transmutes, the stickerbook, and reconstruction. The housing grind, which is the area I am most involved in currently, requires time-consuming harvesting overland for rare mats, stingy low drop rates for furnishing plans in areas that are not base game, and low drop rates for antiquity furnishings, some of which are locked behind IA. You can play for a whole day with not much to show for it.
I don’t know about other MMOs, but ESO used to be better in regards to housing and has gotten much worse. If this is indeed one area that saved the game in Microsoft’s eyes then they need to make it more appealing to players or they will lose more.
katanagirl1 wrote: »I disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
It depends on what grind you are talking about. The gear grind is much better with transmutes, the stickerbook, and reconstruction. The housing grind, which is the area I am most involved in currently, requires time-consuming harvesting overland for rare mats, stingy low drop rates for furnishing plans in areas that are not base game, and low drop rates for antiquity furnishings, some of which are locked behind IA. You can play for a whole day with not much to show for it.
I don’t know about other MMOs, but ESO used to be better in regards to housing and has gotten much worse. If this is indeed one area that saved the game in Microsoft’s eyes then they need to make it more appealing to players or they will lose more.
Yeah but when it comes to housing we'd have to include trading and market in the discussion, aside from antiquities those are not bound items you are forced to grind yourself, they're necessary to build a good market system within the game, you can try grinding those yourself, or you can straight up buy from other people.
Just think how useless guild traders would be if you could get any motif, furnishing plan or material effortlessly.
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
Public Dungeons: Shoulders, Gloves and Weapons (bosses)
World Bosses: Head, Chest, Legs and Weapons
^ this was a general rule before, I can't say for certain it applies to every zone, but I know it's still generally true from recent experience.
The same goes for dungeons and (conventional) trials with minibosses, bosses and final bosses having different loot tables. Final bosses only drop jewelry, weapons and shields. The mini-trials have different loot rules.
On top of that, I think account ids factor into seeding because it's pretty common to repeatedly get the same drop from the same kind of encounter if they're not added to a collection. I haven't studied this at all, it's just a guess. There could be other reasons for that.
On the greater topic:
I don't think the rng is that bad in terms of percentages, but it can seem that way because of the sheer number of rng drops in the game necessarily means that we sometimes fall into outlier territory.
Alinhbo_Tyaka 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.
This is because different types of monsters drop different items.
For example, in overland:
Delves: belts and boots
Public Dungeons: Shoulders, Gloves and Weapons (bosses)
World Bosses: Head, Chest, Legs and Weapons
^ this was a general rule before, I can't say for certain it applies to every zone, but I know it's still generally true from recent experience.
The same goes for dungeons and (conventional) trials with minibosses, bosses and final bosses having different loot tables. Final bosses only drop jewelry, weapons and shields. The mini-trials have different loot rules.
On top of that, I think account ids factor into seeding because it's pretty common to repeatedly get the same drop from the same kind of encounter if they're not added to a collection. I haven't studied this at all, it's just a guess. There could be other reasons for that.
On the greater topic:
I don't think the rng is that bad in terms of percentages, but it can seem that way because of the sheer number of rng drops in the game necessarily means that we sometimes fall into outlier territory.
I often wondered if there isn't a problem with the game's pseudo random number initialization since random() will give the same sequence of numbers for the same seed value. Whether it's an uninitialized variable, a calculation, using the system clock, etc I can't say but it feels like other times I've run across pseudo random number problems similar to this game's RNG. It could also explain why some players seems to be more affected bad RNG compared to others since any of the items I listed are machine dependent.
Alinhbo_Tyaka 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.
This is because different types of monsters drop different items.
For example, in overland:
Delves: belts and boots
Public Dungeons: Shoulders, Gloves and Weapons (bosses)
World Bosses: Head, Chest, Legs and Weapons
^ this was a general rule before, I can't say for certain it applies to every zone, but I know it's still generally true from recent experience.
The same goes for dungeons and (conventional) trials with minibosses, bosses and final bosses having different loot tables. Final bosses only drop jewelry, weapons and shields. The mini-trials have different loot rules.
On top of that, I think account ids factor into seeding because it's pretty common to repeatedly get the same drop from the same kind of encounter if they're not added to a collection. I haven't studied this at all, it's just a guess. There could be other reasons for that.
On the greater topic:
I don't think the rng is that bad in terms of percentages, but it can seem that way because of the sheer number of rng drops in the game necessarily means that we sometimes fall into outlier territory.
I often wondered if there isn't a problem with the game's pseudo random number initialization since random() will give the same sequence of numbers for the same seed value. Whether it's an uninitialized variable, a calculation, using the system clock, etc I can't say but it feels like other times I've run across pseudo random number problems similar to this game's RNG. It could also explain why some players seems to be more affected bad RNG compared to others since any of the items I listed are machine dependent.
katanagirl1 wrote: »I disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
It depends on what grind you are talking about. The gear grind is much better with transmutes, the stickerbook, and reconstruction. The housing grind, which is the area I am most involved in currently, requires time-consuming harvesting overland for rare mats, stingy low drop rates for furnishing plans in areas that are not base game, and low drop rates for antiquity furnishings, some of which are locked behind IA. You can play for a whole day with not much to show for it.
I don’t know about other MMOs, but ESO used to be better in regards to housing and has gotten much worse. If this is indeed one area that saved the game in Microsoft’s eyes then they need to make it more appealing to players or they will lose more.
Yeah but when it comes to housing we'd have to include trading and market in the discussion, aside from antiquities those are not bound items you are forced to grind yourself, they're necessary to build a good market system within the game, you can try grinding those yourself, or you can straight up buy from other people.
Just think how useless guild traders would be if you could get any motif, furnishing plan or material effortlessly.
BretonMage wrote: »katanagirl1 wrote: »I disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
It depends on what grind you are talking about. The gear grind is much better with transmutes, the stickerbook, and reconstruction. The housing grind, which is the area I am most involved in currently, requires time-consuming harvesting overland for rare mats, stingy low drop rates for furnishing plans in areas that are not base game, and low drop rates for antiquity furnishings, some of which are locked behind IA. You can play for a whole day with not much to show for it.
I don’t know about other MMOs, but ESO used to be better in regards to housing and has gotten much worse. If this is indeed one area that saved the game in Microsoft’s eyes then they need to make it more appealing to players or they will lose more.
Yeah but when it comes to housing we'd have to include trading and market in the discussion, aside from antiquities those are not bound items you are forced to grind yourself, they're necessary to build a good market system within the game, you can try grinding those yourself, or you can straight up buy from other people.
Just think how useless guild traders would be if you could get any motif, furnishing plan or material effortlessly.
I'd be more than happy to buy them, even at elevated prices. Unfortunately there are far too many bound furnishings that can only be sourced through effectively impossible-to-get leads. And if there is practically no chance of getting them, it doesn't provide any incentive to play.
They should make them tradable, or at least increase lead chances; it would be healthier for the game if players had something to look forward to.
AnduinTryggva wrote: »BretonMage wrote: »katanagirl1 wrote: »I disagree, it can be bad, but if you compare with most MMORPGs, ESO is pretty chill when it comes to grind and RNG.
It definitely used to be terrible before the stickerbook was a thing though.
It depends on what grind you are talking about. The gear grind is much better with transmutes, the stickerbook, and reconstruction. The housing grind, which is the area I am most involved in currently, requires time-consuming harvesting overland for rare mats, stingy low drop rates for furnishing plans in areas that are not base game, and low drop rates for antiquity furnishings, some of which are locked behind IA. You can play for a whole day with not much to show for it.
I don’t know about other MMOs, but ESO used to be better in regards to housing and has gotten much worse. If this is indeed one area that saved the game in Microsoft’s eyes then they need to make it more appealing to players or they will lose more.
Yeah but when it comes to housing we'd have to include trading and market in the discussion, aside from antiquities those are not bound items you are forced to grind yourself, they're necessary to build a good market system within the game, you can try grinding those yourself, or you can straight up buy from other people.
Just think how useless guild traders would be if you could get any motif, furnishing plan or material effortlessly.
I'd be more than happy to buy them, even at elevated prices. Unfortunately there are far too many bound furnishings that can only be sourced through effectively impossible-to-get leads. And if there is practically no chance of getting them, it doesn't provide any incentive to play.
They should make them tradable, or at least increase lead chances; it would be healthier for the game if players had something to look forward to.
Buying this (for housing) is so expensive. I am ALWAYS low on gold on my bank due to that. And considering that in order to resupply me with gold to be able to buy anything meaningful I have to grind, grind, grind for selling, progress is so hard.
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.
The drop problem is really a problem. I have a new account now, and for some reason, the first thing that drops in all the dungeons is heavy armor. The problem is that I've never used heavy armor on this account, and I haven't leveled or invested in any skills. However, it's the first thing that drops for me. All the monster sets that drop are heavy, and I don't need them at all. It takes a lot of time, and when I get to PvP with my new build, I'm already angry.
My advice to ZOS, especially considering the current situation, is to integrate and start training a AI for drops as soon as possible. This will determine that a player who has not upgraded their heavy armor does not need it. Of course, this can be done without a AI, but you need it and should be proud of it.
After all, none of us play TESO for farming.
LootAllTheStuff wrote: »The drop problem is really a problem. I have a new account now, and for some reason, the first thing that drops in all the dungeons is heavy armor. The problem is that I've never used heavy armor on this account, and I haven't leveled or invested in any skills. However, it's the first thing that drops for me. All the monster sets that drop are heavy, and I don't need them at all. It takes a lot of time, and when I get to PvP with my new build, I'm already angry.
My advice to ZOS, especially considering the current situation, is to integrate and start training a AI for drops as soon as possible. This will determine that a player who has not upgraded their heavy armor does not need it. Of course, this can be done without a AI, but you need it and should be proud of it.
After all, none of us play TESO for farming.
They wouldn't even need AI for that, tbh. They could just code it so that there's a higher chance for the weight the player is actually using.
The drop problem is really a problem. I have a new account now, and for some reason, the first thing that drops in all the dungeons is heavy armor. The problem is that I've never used heavy armor on this account, and I haven't leveled or invested in any skills. However, it's the first thing that drops for me. All the monster sets that drop are heavy, and I don't need them at all. It takes a lot of time, and when I get to PvP with my new build, I'm already angry.
My advice to ZOS, especially considering the current situation, is to integrate and start training a AI for drops as soon as possible. This will determine that a player who has not upgraded their heavy armor does not need it. Of course, this can be done without a AI, but you need it and should be proud of it.
After all, none of us play TESO for farming.