I was surprised that the Saddle isn't even available for Trade Bars in the Impresario. Making it drop only from the gold boxes and subject to RNG just means that I park a character in Stonefalls, do the Daily to steal the pig, open my gold box/trade bar satchel and then don't do anything else related to the event/logout.
Elendildur wrote: »I was surprised that the Saddle isn't even available for Trade Bars in the Impresario. Making it drop only from the gold boxes and subject to RNG just means that I park a character in Stonefalls, do the Daily to steal the pig, open my gold box/trade bar satchel and then don't do anything else related to the event/logout.
This isn't the only source of it, it's just a way of having a chance of getting it for free, but it will be purchasable from the Impressario during the next event (Anniversary Jubilee)
I got it today from the gold box after opening nothing but 1 gold box a day. Not intending to be braggy, but for RNG data.
It just feels like an arbitrary "half of you get to buy 2 more skill styles (or equivalent), and half of you don't, and you can't do anything about it".
And, keep in mind during the next event we will have a chance to get the NEXT fragment for free as well, so this may become a usual thing.Hapexamendios wrote: »As long as it shows up at the Impressario next event, I don't see a problem with it.
I was surprised that the Saddle isn't even available for Trade Bars in the Impresario. Making it drop only from the gold boxes and subject to RNG just means that I park a character in Stonefalls, do the Daily to steal the pig, open my gold box/trade bar satchel and then don't do anything else related to the event/logout.
I still see a problem with the fact that if you aren't lucky enough with RNG, you have to PAY for it later while other players get it for free during a limited event. If it were earned, that's one thing, or if the chance for drop were extended into the anniversary event. But since it's entirely RNG, it still feels like the players who don't get it are getting hosed by having to spend trade bars.
People are a bit unbelievable.
This fragment normally wouldn't even be available under any circumstances.
So they pop it in as a possible rare drop, and people still complain.
I would tell ZoS to just go back not offering any early fragments, to take away the issue, as it's impossible to make people happy.
I play multiple accounts and did get a couple of the saddles on a few of the accounts. The vast majority I did not and I don't feel cheated or that wa-wa-wa those accounts will have to use bars when the other few got it free. I just feel happy a few got it, nothing more.
This isn't a jealousy issue, this is about the ongoing issues with rng and eso drops. A random drop system with no pity means someone will lowroll and while that may not seem bad at the start, it adds up dramatically.
If every event offers a fragment, and we have about 1 a month and a player never rngs a fragment in any event for that year, they will be 12,000 trade bars behind. On the flipside, a player who highrolls and gets every fragment can have up to 12,000 trade bars to spend. Player 1 with bad rng cannot mitigate this or change this at all and is just down to if the server rolls lucky. Having players potentially have a dramatically different income of trade bars that significant is not fun or fair. Are you okay with potentially having that much less of a limited currency? I'm not.
I don't blame or resent other players who get the drop, but ZOS needs to realize this is not rewarding or enjoyable. Without a hard pity like I suggested in my first post (making it so that if you do not get a drop one event you are guaranteed to have it drop the next or something to mitigate low rng edge cases) this system over time will probably become toxic for the game.
They learned this lesson with stickerbook, they at least acknowledge this with map based leads, so I'm baffled as to the step back here when they have known for a while their rng does not treat everyone equal and can dramatically impact a player's experience.
DenverRalphy wrote: »This isn't a jealousy issue, this is about the ongoing issues with rng and eso drops. A random drop system with no pity means someone will lowroll and while that may not seem bad at the start, it adds up dramatically.
If every event offers a fragment, and we have about 1 a month and a player never rngs a fragment in any event for that year, they will be 12,000 trade bars behind. On the flipside, a player who highrolls and gets every fragment can have up to 12,000 trade bars to spend. Player 1 with bad rng cannot mitigate this or change this at all and is just down to if the server rolls lucky. Having players potentially have a dramatically different income of trade bars that significant is not fun or fair. Are you okay with potentially having that much less of a limited currency? I'm not.
I don't blame or resent other players who get the drop, but ZOS needs to realize this is not rewarding or enjoyable. Without a hard pity like I suggested in my first post (making it so that if you do not get a drop one event you are guaranteed to have it drop the next or something to mitigate low rng edge cases) this system over time will probably become toxic for the game.
They learned this lesson with stickerbook, they at least acknowledge this with map based leads, so I'm baffled as to the step back here when they have known for a while their rng does not treat everyone equal and can dramatically impact a player's experience.
Of course it's a jealousy issue. You're suggesting entitlement deserving pity which simply isn't the case.
All players are offered the same number of trade bars (excluding premium purchase of course). Because some players hit a random lottery doesn't make those who didn't any less whole.
The moment the words "not fair" are used in reference to somebody other than oneself getting a free prize, that's jealousy peeking through.
DenverRalphy wrote: »This isn't a jealousy issue, this is about the ongoing issues with rng and eso drops. A random drop system with no pity means someone will lowroll and while that may not seem bad at the start, it adds up dramatically.
If every event offers a fragment, and we have about 1 a month and a player never rngs a fragment in any event for that year, they will be 12,000 trade bars behind. On the flipside, a player who highrolls and gets every fragment can have up to 12,000 trade bars to spend. Player 1 with bad rng cannot mitigate this or change this at all and is just down to if the server rolls lucky. Having players potentially have a dramatically different income of trade bars that significant is not fun or fair. Are you okay with potentially having that much less of a limited currency? I'm not.
I don't blame or resent other players who get the drop, but ZOS needs to realize this is not rewarding or enjoyable. Without a hard pity like I suggested in my first post (making it so that if you do not get a drop one event you are guaranteed to have it drop the next or something to mitigate low rng edge cases) this system over time will probably become toxic for the game.
They learned this lesson with stickerbook, they at least acknowledge this with map based leads, so I'm baffled as to the step back here when they have known for a while their rng does not treat everyone equal and can dramatically impact a player's experience.
Of course it's a jealousy issue. You're suggesting entitlement deserving pity which simply isn't the case.
All players are offered the same number of trade bars (excluding premium purchase of course). Because some players hit a random lottery doesn't make those who didn't any less whole.
The moment the words "not fair" are used in reference to somebody other than oneself getting a free prize, that's jealousy peeking through.
I don't appreciate assumptions being made about me or why I'm advocating for this. As I said in my first post, I play a lot so even if I lowroll it will probably be a wash for me at the end of the day, but some of my friends have far less time to play or don't play as often and it will negatively impact them. I frequently check in during events with my guildies to see how the event is treating them and some people lowroll and without help would not get certain items from events. Unlike those rare items, friends and guildies cannot help a player lowrolling rng wise. It is purely down to if a player is lucky or not.
I advocate against rng based systems in eso because I've been on the bad side of it before multiple times. I have been farming a Bastion Nymic lead for a year and a half at least, doing 2-4 of them a day. I still have not gotten my lead. I was 600 drops before I got my first vma inferno and almost got kicked from a core prog because of it. This is why rng based systems such as this can be problematic. ZOS has walked back this problematic rng in the past so I don't understand why they do it here and now when people are already anxious about the new system.
This is my last attempt at explaining it, if you don't understand it at this point I'm done engaging.
[The monkey test subjects] normally like cucumbers just fine. So we compared that to a control where both of them were trading and getting a cucumber and they were more than happy to eat those cucumber pieces when both they and their partner were getting a cucumber. And in another control we controlled to see what happened if the grapes were visible but no one was getting them. So that, control was actually particularly mean. We would wave the grapes in front of their faces until they gestured towards it. And then when they gestured we would put the grape down and we would give them the cucumber. But importantly, we did the same thing for both monkeys. So they both ended up getting the cucumber and in both cases they accepted and ate their cucumbers most of the time. Whereas, when their partner got a grape, they were much more likely to refuse their cucumber, which suggests that they aren't as enthusiastic about those cucumbers when their partner is getting something better.
The frustration for me isn't so much that some people get it early and save 1k trade bars. It's simply that it's random and on top of that not farmable.
Guaranteed if you do something to earn it (non-random) is good because you can choose if you want to engage with the content for the reward.
Random and farmable at least means if you put in the time your chances go up (just please with better odds than something like the anniversary style pages). This approach has the advantage of encouraging more interaction with the event as well.
But a random chance that you can only get once a day can leave people frustrated and also unengaged.
Blood_again wrote: »I take the new system as the following:
1. You have a chance to get the fragment by participating
2. If no luck, no worries. You can buy it with bars during the next event.
I like it, because it removes lots of FOMO and makes the purchase not quite necessary at the same time.
While you describe this like somebody took away your chances to get 2 more skill styles, in fact it is the opposite.
You didn't have a chance to obtain a new event fragment this way. You always had to buy it with tickets before now.
Now you've been granted a chance to get it for free and you're moaning it is bad. Oh, really?
And sure, there is an argument about new players. Give us more, in the name of new players