

Yeah but trying to get a company from the east to move away from RNG is going to be tough.I mean that just sounds like personal RNG which doesn't -really- change anything except in cases where certain pieces have more demand than others. The keys aren't a compromise to me, they're just something entirely different. If I want a certain piece of gear I want -that- piece of gear, I don't think people would accept that as a solution.


No, ESO was the very definition of RNG loot.ESO had a not too bad compromise between tokens and RNG loot.
Each boss dropped loot for you and you only. It was random. You might get something you want or not. It also put a timer on loot you obtained. The timer was 2hrs I think. During that time you could trade loot to other players that were present when it dropped. In addition, there were dailies that would award keys. You used these keys to obtain loot from 3 different loot pools. This gear wasn't obtainable in the dungeons, but had a set bonus with gear that did.
The end result was something that was random, but allowed for player interaction. Basically each boss dropped 4 things of loot, one for each player. And then the players could trade loot at the end to get something they preferred.
I still prefer a mini-token system for dungeons though. Maybe something like each completion of a particular dungeon awards that dungeon's token. Five tokens allows you to pick a piece of loot from that dungeon. RNG is daunting for those who are unlucky. Hasn't been a good system since it was introduced 18 years ago.
The "Token System" of ESO didn't guarantee anything. It gave you an RNG dice roll at a random Undaunted Shoulder Piece that could come in any of the 3 different Armor Types, with any 1 out of 8 possible traits. Sure, it was slightly narrowed down by splitting up the shoulder pieces from the dungeons within 3 different chests but that still wasn't a good token system at all, especially in comparison to FFXIV's current token system.
The loot drops were even worse because, despite Bosses having guaranteed loot drops, you failed to include the fact that bosses could drop the SAME, EXACT item as the previous boss. Mini bosses shared the same loot table as each other and Main bosses, excluding the last boss, shared theirs. The Last Boss was special in that he would be the only one that would drop Weapons and Jewelry but considering that only Sharpened Trait weapons were ever desired, due to how much better they were to any other Trait weapons, you were SoL. Even trying to trade with other players was next to impossible as most dungeons only had 1 set that was actually desired with the other 2 being subpar and the only reason people ran most dungeons (outside of the Daily dungeons) was for that set and they would charge ridiculous prices to trade the item if it was BIS.
Last edited by Silver-Strider; 04-17-2017 at 01:29 PM.
Yea, no. That the game former know as Elder Scrolls Online, now Elder Trolls, is the singular epitome of RNG. Everything with the game's realm of influence was based off of rng. From which dungeons you would get for the dailies, to loot, or even if you'll get enough ore to craft the last pieve of gear you crave. Nothing in that game was free of horrendous rng. Hells, even the rng had rng with the gear system. With 9 available traits found upon gear, only one, ONE trait was viable for a dps to have. Not to mention that half the sets with in that game are utterly useless, and next to worthless. That game makes you grind endlessly for gear that will "prime out all you have" and then you try it out and then it sucks worst than a Magikarp's Z-Splash.ESO had a not too bad compromise between tokens and RNG loot.Each boss dropped loot for you and you only. It was random. You might get something you want or not. It also put a timer on loot you obtained. The timer was 2hrs I think. During that time you could trade loot to other players that were present when it dropped. In addition, there were dailies that would award keys. You used these keys to obtain loot from 3 different loot pools. This gear wasn't obtainable in the dungeons, but had a set bonus with gear that did.
The end result was something that was random, but allowed for player interaction. Basically each boss dropped 4 things of loot, one for each player. And then the players could trade loot at the end to get something they preferred.
Moving on to the "token" system you say, it's not even a token system. You go into a dungeon, get a stupid key and turn that in. There's not collecting involved, just more rng. When you open the key you have a one in a million chance, let's say to get the Light Armor Shoulders of Grothdarr with divines, then you get a Heavy Shoulders of Slime Claw with Prosperous. Yea no thank you.
In this game there's not worrying about getting the best gear set with the best trait, just run a quick trial or raid, hope you get the drop if not, turn in the scriptures and drap them anyway.
Last edited by Dracan_Fontom; 04-17-2017 at 02:07 PM.
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