Al_Ex_Andre wrote: »yeah, but the chance is so slim then, then it could be considered broken, in a different meaning. But to each its own, I won't do this mess anymore.The lead is likely not broken. I've done hundreds of runs of the leads I need over the past few months with no luck, but lootlog shows them frequently dropping for other players in the runs (especially dungeon leads). At least LL helps confirm it's not broken but it is annoying and boring to run the same five dungeons almost a thousand times and still not have even the second copy of a lead....
Al_Ex_Andre wrote: »yeah, but the chance is so slim then, then it could be considered broken, in a different meaning. But to each its own, I won't do this mess anymore.The lead is likely not broken. I've done hundreds of runs of the leads I need over the past few months with no luck, but lootlog shows them frequently dropping for other players in the runs (especially dungeon leads). At least LL helps confirm it's not broken but it is annoying and boring to run the same five dungeons almost a thousand times and still not have even the second copy of a lead....
The problem is we've had several threads about the abysmal droprate of leads and asking if it's bugged and zos has said "we will go check it" and come back shortly after saying it's working as intended. That is the problem, they do not currently see a problem with the current droprates in the system despite us as players trying to get them to see it is a problem, hence this thread and others.
We also know from the earlier threads if you come to them with the accusation it is bugged, they will check for bugs and if it is not they will say "there is no problem here." That is why lead discourse has changed to how it's disrespecting players time/effort, has no sense of reliable progression like every other system in game does, etc, because at the heart of it that is the problem with leads and the things we need them to address/fix. That is why I advise not continuing to spin our wheels talking about bugs and go straight to where the problem lies, because I think that's the only hope we have for seeing it change.
For some added context: By the time I had farmed the 3 relics, and the 3 dungeons in the Night Market I had 3 out of 3 on all codex entries for those antiquities.
In the same amount of time, I've run BC2 and the 1st secret boss in GD well over a dozen times and have not had the 3rd iteration of their leads drop.


I'll be adding this to my OP.
One of, if not our biggest, gripes with leads are the ones from Treasure Maps. ZOS recently changed the maps to not only stack, but also to come a container containing a random map. This has caused this problem:
TTC Listing for Telvanni Treasure Maps in their entirety:
TTC Listing for Unopened Treasure Map:
That's a problem.
I'll be adding this to my OP.
One of, if not our biggest, gripes with leads are the ones from Treasure Maps. ZOS recently changed the maps to not only stack, but also to come a container containing a random map. This has caused this problem:
TTC Listing for Telvanni Treasure Maps in their entirety:
TTC Listing for Unopened Treasure Map:
That's a problem.
“Is ESO update 49 addressing treasure map issues?”
A player asked me.
No. Not at all.
It might actually make the latest DLC maps worse because stacking maps will make hoarding them easier (waiting for rng-boost events), thereby increasing their absurd price.
It's even worse with Solstice Maps, of course. "Cheap" price is ~50k.
Leads are so super frustrating, bc you are at the mercy of the rng, no matter what you do, you can't effect the outcome and I loathe gambling. Sure, its fine we need to farm the leads, but they shouldn't be our day job!
It is absolute grabage, to farm Galen dailies for weeks, getting hundreds of coffers and not a lead to the darn furniture that I need to do 3 HECKING TIMES to be able to buy it to my other houses. I regret sooo much buying 6 months eso+ (learned my lesson, not gonna happen again). there is no respect for our time.
Leads are so super frustrating, bc you are at the mercy of the rng, no matter what you do, you can't effect the outcome and I loathe gambling. Sure, its fine we need to farm the leads, but they shouldn't be our day job!
It is absolute grabage, to farm Galen dailies for weeks, getting hundreds of coffers and not a lead to the darn furniture that I need to do 3 HECKING TIMES to be able to buy it to my other houses. I regret sooo much buying 6 months eso+ (learned my lesson, not gonna happen again). there is no respect for our time.
That's what I hate about the rng for leads. As I've said before, most of the time I think about quitting this game, it's because I've invested tons of time into trying to get a lead, and it just won't drop.
In an MMO, it's important that reward match the time invested, and this is one area where it doesn't. Not by a long shot. It starts to feel like the dev teams hates its players. They need to do at least one of three follwing three things:
1. A pity system
2. Increased RNG for leads (and remove double RNG cases)
3. More leads vendors that take more currencies. Right now, only those who like the IA or PvP in IC have an easy mode to get leads. The rest of us deserve one too.
fall0athboy wrote: »
The pity system would work as follows.
Each source of a lead will have a threshold, we'll call it y. For the purposes of this, Cradle of Shadows' threshold is 20. For each run of Cradle of Shadows, we increment a counter by one each time we do not get the lead. When our counter reaches 20, it resets. The drop rate will then become 2 / 20, and the cycle begins again until we get the lead. For the sake of this, we should probably make it lower, because 20 is roughly where people are getting leads at anyways.
fall0athboy wrote: »
The pity system would work as follows.
Each source of a lead will have a threshold, we'll call it y. For the purposes of this, Cradle of Shadows' threshold is 20. For each run of Cradle of Shadows, we increment a counter by one each time we do not get the lead. When our counter reaches 20, it resets. The drop rate will then become 2 / 20, and the cycle begins again until we get the lead. For the sake of this, we should probably make it lower, because 20 is roughly where people are getting leads at anyways.
I think the "pity rate" should depend on where the lead is sourced. You have to spend a lot of time for a chance at some dungeon leads. Other leads, not so much. Harvesting leads (leads you get from a resource node) can be very time consuming if they're not dropping, so perhaps a node count would be good there.
I doubt very much they'll implement a pity system because it would require tracking a ton of data for each account. So while I suggested it, I did so more for completeness. Instead, I'd like to see drop rates increased significantly where it makes sense. Bosses in dungeons, for example, where you might have to spend 20-30 minutes (not counting queue time) just for a chance at the lead.
And I'd really, really like to see #3. Two vendors that take specific currencies and only offer 2 leads a week just isn't enough. There should be vendors that take other currencies, and for the love of Azura, have them offer 10-20 leads a week, please, so we don't have to wait more than a year for a lead to come around.
They already track a ton of data, from boss kills to plants harvested.
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
Displaced_Salad wrote: »RNG is never addressed. It's always promises but a few breadcrumbs of some QoL improvements is about all that pans out, if that.
The silence on a lot of issues is deafening in general, but lets just look at the in-game feedback system, for instance. How many years have we had antiquities and companions now? And is there a category that fits those things? Nope. Those are both big enough mechanics to warrant at least a sub category. And they aren't the only new mechanics/features to be left out.
I'd like to think that seeking common information and suggesting/asking for help/information is more helpful that flooding the system with carbon copy support tickets from multiple players, hence the existence of the forums. But it's just screaming into the void. And I remember that every time I might be tempted to spend money.
fall0athboy wrote: »
The pity system would work as follows.
Each source of a lead will have a threshold, we'll call it y. For the purposes of this, Cradle of Shadows' threshold is 20. For each run of Cradle of Shadows, we increment a counter by one each time we do not get the lead. When our counter reaches 20, it resets. The drop rate will then become 2 / 20, and the cycle begins again until we get the lead. For the sake of this, we should probably make it lower, because 20 is roughly where people are getting leads at anyways.
I think the "pity rate" should depend on where the lead is sourced. You have to spend a lot of time for a chance at some dungeon leads. Other leads, not so much. Harvesting leads (leads you get from a resource node) can be very time consuming if they're not dropping, so perhaps a node count would be good there.
I doubt very much they'll implement a pity system because it would require tracking a ton of data for each account. So while I suggested it, I did so more for completeness. Instead, I'd like to see drop rates increased significantly where it makes sense. Bosses in dungeons, for example, where you might have to spend 20-30 minutes (not counting queue time) just for a chance at the lead.
And I'd really, really like to see #3. Two vendors that take specific currencies and only offer 2 leads a week just isn't enough. There should be vendors that take other currencies, and for the love of Azura, have them offer 10-20 leads a week, please, so we don't have to wait more than a year for a lead to come around.
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
You can buy the scrivener's lead. The only problem is that you might have to wait more than a year for it to appear at the vendors again. Also, if you don't like the IA or don't PvP in IC, then forget it.
They already track a ton of data, from boss kills to plants harvested.
Sure, but think about what they'd have to track for leads - for every source, how many times you've interacted with it. How many overland mobs you've killed in Stros M'Kai, how many daily coffers you've received in Galen, how many times you've harvested wood nodes in Glenumbra. And that's just three.
Hey, I'd be glad to be wrong and see a robust and fair pity system, but the other two options would be a lot faster for them to implement.
fall0athboy wrote: »In my opinion, every lead should be able to be purchased for some form of in-game currency. It would be a great gold sink, it would encourage some more PvP with Alliance Points and Tel Var.
Sure, it would have the downside of some people not running some of the content for leads, which is why you make the leads expensive. It'd be intended to get that one thing that's elusive.
All of those are already tracked.
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
You can buy the scrivener's lead. The only problem is that you might have to wait more than a year for it to appear at the vendors again. Also, if you don't like the IA or don't PvP in IC, then forget it.
I'm nearing 1000 runs of Graven Deep without my second copy of the lead there. It's dropping, and I see it in loot log all the time but at this point my friends...willing to do the side bosses and most people don't have the luxury of phoning in as many people as I do for my lead grind.
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
You can buy the scrivener's lead. The only problem is that you might have to wait more than a year for it to appear at the vendors again. Also, if you don't like the IA or don't PvP in IC, then forget it.
I'm nearing 1000 runs of Graven Deep without my second copy of the lead there. .
Two of the three are (though perhaps not in perpetuity, but just until you get the achievement or complete the challenge), but I doubt the number of overland mobs I've killed in Stros M'kai is tracked. Or how many times I've killed every boss in every delve. Or how many times I've killed each WB in every zone. Or every public dungeon boss. Etc. And we've hardly gotten started. Also remember that one of the reasons they gave for AwA was "the database."
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
You can buy the scrivener's lead. The only problem is that you might have to wait more than a year for it to appear at the vendors again. Also, if you don't like the IA or don't PvP in IC, then forget it.
I'm nearing 1000 runs of Graven Deep without my second copy of the lead there. .
If you mean the "Nonreactive Cincture" Lead, you can farm it faster by just killing the first secret boss—you don't have to run the whole dungeon or have a full group. You can get to the first secret boss easily (without a fight), you'll kill him, then just port out (you don't even have to go back to the beginning—just click "Travel to Player" on a friend or guild member...) and reset. When I was working on the codex for this, that's how I farmed it.
But 1000 full runs? You must be the unluckiest person on the planet.
It took me a year to get the last lead in the Ruins of Mazzatun for the kilt. And I have resolved that I will never have the Velothi Ur amulet because of Schrivners. The dungeon leads kill me.
You can buy the scrivener's lead. The only problem is that you might have to wait more than a year for it to appear at the vendors again. Also, if you don't like the IA or don't PvP in IC, then forget it.
I'm nearing 1000 runs of Graven Deep without my second copy of the lead there. .
If you mean the "Nonreactive Cincture" Lead, you can farm it faster by just killing the first secret boss—you don't have to run the whole dungeon or have a full group. You can get to the first secret boss easily (without a fight), you'll kill him, then just port out (you don't even have to go back to the beginning—just click "Travel to Player" on a friend or guild member...) and reset. When I was working on the codex for this, that's how I farmed it.
But 1000 full runs? You must be the unluckiest person on the planet.
I did figure this out recently and have been trying it but sometimes I play in an hour where people aren't online to group with me for resets and it still requires that but I plan on poking people more for a body to afk group with after Night Market chaos dies down a little bit for me.
And yes, this is why I have said with the new event fragment system and other things in eso, pure rng without pity will always have highrollers and lowrollers and it feels awful when you're on the lowrolling side of the spectrum. My lead luck is notoriously bad and has been clowny bad for this one in particular. Regardless, I wish the codex had a genuine since or progression. I have had little to no progress in my lead farming since January of this year and I've put in more hours than I probably should and it's demoralizing. I'm also close to 1000 runs of wayrest sewers 1 and need two copies of that lead too. Honestly most of my lead luck is decent except for the dungeon leads and treasure map leads, both of which are infamously tedious. I've been queing for the bundle of my missing leads and having no luck for months but it's currently narrowed down to BC2, Wayrest 1, Imperial City Prison, Graven Deep, March of Sacrifices, and Shipwright's Regret. MHK and Coral Aerie would be on the list but the leads are ineligible to drop until the paired one drops again.
Like I don't want the leads for free I just want the effort I put into it to feel proportional to the reward, which it currently isn't if you lowroll. I also know a dozen people who had just as bad of luck as me and just gave up.
Yeah, I agree. Night Market had me worried but I was relieved that the droprate felt fair for my effort. I hit the Night Market very hard and while I had a little bit of bad luck getting my last skull (had to get a fourth copy of literally every other lead but one), I still finished it in what I would say is a fair amount of time for the effort. I do also notice that Solstice leads that weren't part of treasure maps felt fair for effort. I have some choice words for the Solstice treasure map leads though...Yea, or if there’s no one online for reset, the dungeon resets on its own (I think after 15 minutes?), I used to do it sometimes by doing the activities I’d normally do in the game and every once in a while I’d take on that boss in Graven Deep, yknow, just as a side activity time to time while doing something else...
Luckily for me, the dungeon Leads were, I’d say, at a normal RNG level, but overall I’ve had leads where I spent xy hours for a single drop...
But yes, I agree that overall, the devs should take a look at this(globaly). As you say, a player should be rewarded for their effort; if you run a dungeon 1,000 times and still don’t have a Lead, that speaks for itself...
But I have to admit that when it comes to the "recently" added Antiquities (Solstice and Night Market), I think the RNG is ok there. I don’t know if it was just me or if the devs actually did something, but... (and of course, I’m not talking about the ones from Treasure Maps—as usual, Solstice had a ton of them, and it took hundreds of maps to complete the 3/3 codex; that’s still just as bad as ever.)