freespirit wrote: »Looking at you "Moons-Blessed Ceremonial Pool" and you "Prismatic Sunbird Feather" both of which stubbornly remain at codex 2/3 however hard I try!!
SilverBride wrote: »I'd rather see a system where the RNG isn't so bad that it would require a mercy setting. And not gating leads behind systems that not many participate, such as ToT.
Also, why can't leads come from more than one source? Why can't the same lead drop from a group dungeon boss AND a public dungeon boss AND a delve boss for example?
NotaDaedraWorshipper wrote: »I'd say it should be cheap and easy. A lot of leads simply have way too low drop rate and should have a big increase so there wouldn't need to be some mercy system.
The lead drop rate is very noticeable if you're into housing because furniture leads are atrocious, especially the latest ones that drop from treasure maps. You need to loot like over 100 maps to get your 3/3. That's insane and shouldn't be needed.
There kind of is a mercy system – actually some people here on the forums actually told us about a couple of years ago (and of course can be found via normal gameplay with alts): new characters get a boost to lead drops
16BitForestCat wrote: »There kind of is a mercy system – actually some people here on the forums actually told us about a couple of years ago (and of course can be found via normal gameplay with alts): new characters get a boost to lead drops
Oh, this is interesting! Is there more data about this recorded somewhere? Like, what defines a "new" character? What defines a character as no longer having "new" status? How does all this even work? I'm not a "create/delete/remake alts for drops" type, but I enjoy casually studying things like loot tables for my own curiosity. And I also try to learn how to get my leads as expediently as possible since the only thing holding me back from getting big into housing is the constant frustration in getting furnishings.
LootAllTheStuff wrote: »For those advocating for a "mercy rule": How do you see that being implemented?
LootAllTheStuff wrote: »For those advocating for a "mercy rule": How do you see that being implemented?
- The OP made a suggestion and most games that have it do something similar: increased % after each failure, or guaranteed after a certain number of attempts, etc.
- There is sort of an existing "help" in ESO that's been known for years. I pointed out in my first reply above, but again, with the stated caveats. I'd like to see simply better rates all around (like those for the Gazebo), and/or one of the above systems. I don't play other MMOs so I couldn't tell you which type works best in practice, but I'd hope the Devs will choose one that works best for ESO (and take feedback from testers).
- Other players have suggested making Antiquity furnishings tradeable. It doesn't solve the core problem of getting them (especially 2/3 - 3/3 codex) to begin with, but personally I don't see any cons to that. Loads of people don't even care about them, so they just take up space pointlessly or get destroyed. Instead, those of us who do want them could buy them from players.
LootAllTheStuff wrote: »LootAllTheStuff wrote: »For those advocating for a "mercy rule": How do you see that being implemented?
- The OP made a suggestion and most games that have it do something similar: increased % after each failure, or guaranteed after a certain number of attempts, etc.
- There is sort of an existing "help" in ESO that's been known for years. I pointed out in my first reply above, but again, with the stated caveats. I'd like to see simply better rates all around (like those for the Gazebo), and/or one of the above systems. I don't play other MMOs so I couldn't tell you which type works best in practice, but I'd hope the Devs will choose one that works best for ESO (and take feedback from testers).
- Other players have suggested making Antiquity furnishings tradeable. It doesn't solve the core problem of getting them (especially 2/3 - 3/3 codex) to begin with, but personally I don't see any cons to that. Loads of people don't even care about them, so they just take up space pointlessly or get destroyed. Instead, those of us who do want them could buy them from players.
I'm trying to decide whether an increasing drop chance for each failed roll of the virtual dice would be a net good or not, but it very much depends on how it's implemented.
One way to implement would simply be to have a rolling calculation that increases the drop chance for every failed roll for an item of a given rarity level. But that assumes that you have a common "roll for a chance of an epic item" associated will every loot source (or source in a given category). That's not particularly granular, though, and it wouldn't necessarily help with the map lead problem if you looted other sources in between opening treasure map chests.
The other way you could do this would be to keep track of how many attempts had been made for each specific lead, and recalculate based at a much more granular level. But know you've added a whole bunch of extra values that must be stored in memory and I'm not sure that's a good thing either.
I'm not sure how else you could implement a "mercy" system, especially for a game this large, but if anyone has experience with such things it would be interesting to find out more specific details.
My thoughts would be some combination of the following:
- Split the general loot pool for leads from chests into a set of smaller pools, and either allow a roll for a chance from each one (multiple leads possible but unlikely) or put different pools into different zones.
- Increase the drop chance for higher rarity leads specifically from treasure map chests to compensate for the double RNG of map + lead
- Provide additional sources for the leads across the game
For sureit very much depends on how it's implemented.
Lots of large games have them, from Gachas like Genshin Impact to Dota, WOW, and Diablo.how else you could implement a "mercy" system, especially for a game this large,
According to developers, on average you should be rolling at least one legendary item every 2 hours. If that’s not happening, after two hours the game will start to take notice that you haven’t rolled a legendary item. If this proceeds for another couple of hours, the Safety Net will kick in.
World of Warcraft has "bad luck protection" on legendary items, so after each boss kill your chances of getting a legendary item increase.
alternatelder wrote: »Some of us give up for a very long time if we've farmed and farmed and farmed, but RNG is just never on our side. This leads to a very bitter taste for the antiquity sytem. Either make them available via the new Bazaar system, or build a mercy system like other games do (off the top of my head The First Descendant.) You choose the lead you want, but after a certain percentage of kills, if the lead has not dropped, the lead will be guaranteed drop.
Obviously don't make it easy, or cheap, but PLEASE, it needs to be added to save our sanity. You have way too many leads for different items in one activity/target, and way too much time needs to be spent that burns our interest away completely if RNG fails us. Yes, I am thinking of IA, how did you know?.
MidnightDuel wrote: »alternatelder wrote: »Some of us give up for a very long time if we've farmed and farmed and farmed, but RNG is just never on our side. This leads to a very bitter taste for the antiquity sytem. Either make them available via the new Bazaar system, or build a mercy system like other games do (off the top of my head The First Descendant.) You choose the lead you want, but after a certain percentage of kills, if the lead has not dropped, the lead will be guaranteed drop.
Obviously don't make it easy, or cheap, but PLEASE, it needs to be added to save our sanity. You have way too many leads for different items in one activity/target, and way too much time needs to be spent that burns our interest away completely if RNG fails us. Yes, I am thinking of IA, how did you know?.
There is already (sort of) a "mercy system" in ESO for difficult to obtain leads, but it's nearly impossible get leads there either. I'm speaking of the Infinite Archive and Imperical City merchants that have a weekly rotation of leads for sale. First you have to have the currency to buy the lead and then hope that one day the lead might actually appear to purchase.
MidnightDuel wrote: »alternatelder wrote: »Some of us give up for a very long time if we've farmed and farmed and farmed, but RNG is just never on our side. This leads to a very bitter taste for the antiquity sytem. Either make them available via the new Bazaar system, or build a mercy system like other games do (off the top of my head The First Descendant.) You choose the lead you want, but after a certain percentage of kills, if the lead has not dropped, the lead will be guaranteed drop.
Obviously don't make it easy, or cheap, but PLEASE, it needs to be added to save our sanity. You have way too many leads for different items in one activity/target, and way too much time needs to be spent that burns our interest away completely if RNG fails us. Yes, I am thinking of IA, how did you know?.
There is already (sort of) a "mercy system" in ESO for difficult to obtain leads, but it's nearly impossible get leads there either. I'm speaking of the Infinite Archive and Imperical City merchants that have a weekly rotation of leads for sale. First you have to have the currency to buy the lead and then hope that one day the lead might actually appear to purchase.
katanagirl1 wrote: »Not all leads can be bought there, they are mostly fragments for the mythics. There are treasure maps for sale, but not the leads from them. If your RNG is bad then buying maps may or may not help.
I do not consider this a mercy system as far as treasure map leads go.