If you are not in a position to go for cutting edge, probably buy it with a guarantee of receiving the essence via trade.
We are 5/8 but I don’t think I will see that rank 4 this tier haha.
Perhaps next tier we will go back and farm it.
If you are not in a position to go for cutting edge, probably buy it with a guarantee of receiving the essence via trade.
We are 5/8 but I don’t think I will see that rank 4 this tier haha.
Perhaps next tier we will go back and farm it.
But still possible.
It is possible the sun will explode tomorrow and we will all be dead, does that mean you don’t make plans for Christmas or the weekend ?
Fair point. A little extreme. But fair.
Different RNG delivery mechanisms are different. To say that RNG “isn’t anything new” is a weak justification that treats all RNG mechanisms as somehow fundamentally equal. Under your approach, a reasonable RNG experience becomes a justification for any ridiculous RNG experience, no matter how bad, because “RNG’s happened before.” Nevermind whether the previous RNG experience actually plays out very differently.
The “time investment required to pull a slot machine lever” variable makes a big difference on how low a drop rate can be while still being reasonable. A repeatable 10k rep grind? That’s a variable that strongly indicates bad luck protection being a good idea.
That some handful of people “find value” in earning something a certain way doesn’t make something a good system. There are people who “found value” in how island expedition mounts were rewarded. There are people who defended it because “RNG is RNG.” But it was a terrible system, and fortunately a lot of people complained, and they’re introducing an easier way of earning them in 8.3.
You could release a host of mounts off of bosses with 0.001% drop rates and there’d be a couple people who “found value” in it. There’s really almost no limit to how bad a designer can get if all it takes to justify an approach is that some tiny handful of people, somewhere, liked something.
I’d say the continual updates serve a purpose and still aren’t much of a fuss - the occasional update by a thread creator that something is still going on is a justified way of making the point stronger. It’s not like someone spamming new threads on the same topic. Complaint threads like this are basically what the forum is for.
Also, everyone who makes a complaint wants the game to be “changed for them.” That’s often how the game improves. And you’re trying to bundle all RNG content together again as if it’s all just the same, saying that “some people like RNG content.” Some people like some RNG content and dislike other RNG content, because the term “RNG content” actually embraces a pretty big host of different possibilities. Like I said, “paragon chests” didn’t exist till Legion. It’s a pretty recent RNG method for WoW.
The OP might like a lot of RNG content, that doesn’t mean all forms of RNG are reasonable or make the game better. Everything exists in its own small corner of WoW. I’d say this type of RNG, paragon chests, makes its small corner of WoW a worse experience.
The most straightforward solution is to have bad luck protection - which actually retains RNG as an element of the experience, and even the primary element of the experience for players, but puts a cap on how unlucky the experience can get (after all, it’s an RNG question at the outset whether someone will have such bad luck that they’d actually manage to reach that cap). Personally, I’d set it at something like 20 chests. 200k Rep past Exalted seems like a reasonable cap on the paragon chest model.
After all, the drop rate on this stuff is something like 5%. The very lucky got it on their first or second chest. The very unlucky aren’t seeing it till they get to their 20th chest. The normal spectrum from “very lucky” to “average luck” to “very unlucky” runs from chest 1-20. Once you’re past 20, you’re past “very unlucky” and in the territory of extremely bad luck.
if you can say “the drop rate isn’t that low,” because MOST people will get it naturally within their first 20 chests (which are the odds of this drop), then all bad luck protection does is add a safety net for people who meet the criteria of both caring more than others and having much worse luck than others. At that point, like I said before, I’d question the sadism of someone who opposed bad luck protection being part of the equation.
I am not reading all that. There is no need for bad luck protection for cosmetics.
Before we all start chasing the rabbit trail. Read the OP I had made. I am comparing the incredibly low RNG rate for an essence where some of the more difficult requirements for most people are the 2.4k rating in arena and/or the Mythic Ashara Rank 4 essence. Those should honestly be the difficult ones to obtain. Not obsessing for months over a Rank 4 by grinding out dailies, WQ’s, etc.
It’s probably beyond you anyway, as you seem to think that all RNG systems are equal.
“No need” is quite different from “improves the game.” There’s no need for lots of things that improve the game.
It doesn’t improve the game for everyone though. It only improves the game for people like you.
I like RNG and if they put bad luck protection it turns things into a grind and there are plenty of those types of things in the game already.
Anytime there’s even a sliver of divergence in opinion on a subject, a slim minority can claim that a suggested improvement doesn’t improve things for “everyone.” Of course, keeping things the same also isn’t better for “everyone.” Unanimous opinion isn’t the benchmark by which people should determine whether something should be modified.
Also, for most people, it actually doesn’t change the game one way or the other. Most people would naturally get the item before the bad luck protection cap is reached (if they even cared enough to pursue it). What it does is improve the game for the people who would otherwise get the crummiest experiences due to being on the very unlucky end of the spectrum.
A grind that can get cut short due to lucky RNG, and which wouldn’t change your experience being an RNG experience unless you were in the very unlucky branch of players with a paragon chest who actually hit a cap. (And that’s basically RNG too, it’s RNG whether you’d be unlucky enough to hit the cap).
It seems weirdly masochistic to see a cap as a detriment. It’s the same mentality of the people who defended the island expedition mount drop rates, which are getting upped a lot in 8.3. Do you see a problem with that?
If not, is it just because the RNG drop rate was increased without putting a cap? If that’s the case, then instead of a bad luck protection cap on the paragon chests, what if we upped the item drop rates from 5% to 30%? Or 50%? It’s all RNG, and at those rates, it becomes almost wildly impossible for someone to experience what the OP has experienced, but endless disaster is still a remote (distantly remote, like the sun exploding) possibility.
I don’t think the current paragon chest design is good. There are different ways to change it. I think bad luck protection is probably the most elegant way, because it preserves the situation being at the same RNG level for the majority of the population, while giving a safety net for the players who are both the most diligent and simultaneously the most unlucky.
You are wasting your time typing so much, I just have no interest in reading books on here.
I like RNG, it isn’t masochistic at all. I like the process involved in playing the game with RNG because I don’t feel obligated to play when I get tired of the activity so I do it for awhile then quit and then start again weeks or months later again.
With grinds or bad luck protection I feel more obligated to play because I know if I keep on I will get it. The usual result is I just skip a lot of content with grinds.
The posts aren’t meant to change your mind, or even to influence you in particular, they’re meant to dissect your points for any others who might read them (same as most forum posts responding to anybody generally - virtually no one expects to change the mind of the person they’re arguing with on most any topic).
Lots of people like RNG. That doesn’t mean that all RNG systems are equal, or that some don’t push to punishing extremes. You signaled earlier how fine it was for it to take 140 paragon chests (1,400,000 reputation grind) to get that mount. Now, there are probably only a handful of others who reached that level of bad luck. Someone who endured it is someone I’d peg as having a high tolerance for RNG. Someone who approves of it is someone I’d peg as an RNG masochist.
You won’t do things, even if they can randomly reward you before hitting a cap, if you know there’s a limit to how unlucky you can be. Got it. That isn’t just someone who “likes RNG,” that’s someone who doesn’t like RNG unless it can punish them to excess.
I have a similar situation, I did get the Rank4 essence for worldvein but subsequently failed the mission as I couldn’t get it above 75% success, now I have been trying in vain to get the mission again, for over a month now. My people were all legendary at the time of trying so I know that’s not the issue.
If you fail the mission can you do it again?
If you don’t want to read constructive replies get off the forums and go away. Why don’t we make exp from monsters and quests rng you could spend 12 years trying to level and never get anywhere. Would you like rng then?
Just wanted to give an update. Got my 30th paragon box for Waveblade Ankoan… guess what!!! (Rank 4 didn’t drop)
I’ve started wondering the same thing about if I had maybe done the Worldvein mission before, and maybe didn’t notice me failing the mission. It’d be nice to get some feedback on this.
Give us an update
Good news! After THIRTY-THREE (33) paragon boxes, your boy FINALLY managed to get the damn essence. I literally prayed, equipped the Unvound Force essence in all 3 slots by rotating it. I left the Unbound Force essence in the major slot. Said 2 more prayers. And it dropped… THANK THE LORD!
Congrats, I need to try the equip in all 3 slots strat before opening it
excellent skill on that