3% is actually excellent for a single item out of 119. More than 3x expected.
Likely it’s closer to 1% in reality. The sample size on Wowhead appears to be a whopping 6k times looting, representing only people who opened one with the Wowhead app running.
Yes, because raids drop higher ilvl gear typically which is what people consider as “useful” gear. This statement of yours proves why this thing you are insinuating somehow would exist is illogical and frankly insane to believe to exist.
Raids (typically) drop higher ilvl gear and since people refer to gear upgrades usually as gear, that means that raids that are of a higher concentration of both gear and gear upgrades will get you more gear upgrades. You failing to understand how statistics and people’s perception of gear works doesn’t make something else “engineered bad luck.”
And this is why I told you about conspiracy theories. Because that’s literally all you have going for you. No, none of what you said here makes any degree of sense and on average you get more gear upgrades without personal loot than what we did with it.
Fairer I can agree with, but people don’t want “fair” things. If folks cared about a perfectly fair gaming experience, we’d just be playing Go all day long as opposed to MMOs like WoW.
So no, it ain’t always better because it can (and often do) ruin pacing, create the need for limits that people in turn then get upset about those, and it commodifies every single piece of gear that you could even possibly obtain. Making every single time you equip a piece of gear into a question of “how much am I willing to spend to get an item I want right now versus waiting to see if I get it later” which, inevitably and unavoidably, creates the circumstance where you buy a piece only to then immediately afterwards get offered it.
Eh, I mostly play FFXIV, which is a 99% currency-based gearing system. No need to worry about bad luck with drops, just chipping away at the tomestones until I have enough to get whatever item I want. Been much happier with that system, and the RNG-based gearing systems (along with the general obsession with gearing itself) whenever I wander back here on a nostalgia trip.
… been kind of freeloading with access to the forums for the last month or so, surprised I haven’t been cut-off yet.
Either way, just makes it all the more entertaining to poke holes in the absurdity of WoW’s entire rewards structure. It honestly feels tailor-made for gambling addicts, and I can’t deny it’s effective at retaining certain types of players.
Better to treat gear as a commodity than prize to be won through lottery.
Much more efficient, much less frustration, and so on.
You just get it done and get on with playing the game.
Then again, it really does undermine the whole premise of the game being ABOUT the pursuit of gear and upgrades. The game would need something else as it’s selling point if you take that away.
I don’t have it either, and I run at least one delve a day on 4 to 6 toons, all tanks. It’s crazy, I get “tank” trinkets all the time, and duplicates ! It’s engineered, and the gods are looking just at me, they want to ruin my loot !!!oneoneone.
Then only one person comes here saying they got it several times - or even just ONE - barely delving, and the narrative is broken.
People are egocentric and can’t stand randomness, that’s why we have Wowhead fake stats, religions, astrology, statistics, and two-party election systems.
The OP was interesting though, 1poster, all the buzz/key words, slap in the face, fake but true enough narrative… AI gets better everyday.
These things are all connected. Because WoW is about the endgame experience, FF14 is not. It is a singleplayer RPG where you have more interactive NPCs wandering the world around you. Gear you obtain in FF14 is just there so you can get to the next story and not die in the process. For WoW, gearing up is part of the gameplay.
The thing is that you know this, but you are just trolling since you phrased it like this:
Since you hate WoW so much, just go and play FF14 and enjoy yourself there. Being a forum troll ain’t much of a hobby, but it is a waste of time. You could do literally anything else.
Why not pick up knitting, or painting? Knit or paint your favourite FF14 character instead.
So I accept most of your answer to that guy.
But for the sake of player vibes…i’d implement the following
Each “slot” in the vault should fill individually (like a slot machine) when it populates for players
Each slot should factor OUT whatever the previous slot awared from its “table” so that it doesn’t duplicate rewards
The raid slot requires only killing 6 bosses to fill up, but you have to kill all 8 bosses to get a chance at each boss’ loot table. I’d like to see the first slot pick from the first 3 boss’ tables, the 2nd slow prioritize loot from bosses 4-6 and the final slot should prioritize loot from the last two bosses.
The vault “has memory” and keeps track of items to avoid repeating the same things each week (throughout the season)
The Bountiful boxes offer similar behavior where it looks at what the last box was (for the reset period) and picks an item from the other 100+ that isn’t a repeat or in the same “slot”
And just to be really picky—During a season…the reward for doing the 4 mythics needs to have “seasonal memory” and not drop the same item again and again and again (i’ve been the victim of THAT BS every single season)
Much like many other RPGs, especially those outside the “live service” space.
Gear is a tool for progress, not the point of the game. And it’s far better that way.
And as such, frustrations surrounding it are the root cause – or at least blamed for – the VAST majority of issues in the game.
One could argue the whole point is to make the playerbase too angry and wound up about the pursuit of gear that they’re too emotionally invested to notice they’re being intentionally manipulated into various beliefs about the whole system.
Perhaps I am… but am I not presenting a different perspective, one which is very obviously getting under your skin? I can see the anger and spite rising in the words.
Is it because I am undermining the sanctity of what people believe WoW is about?
… or is it because there’s a grain of truth to what I’m saying about it?
Eh, I’ll admit the forum game of WoW is far more entertaining than the game itself. I’m just enjoying it while it lasts… and besides, one of the perks about FFXIV is that I don’t need to play it ALL the time. I can dabble in other things, there’s no rush. And I’m taking a bit of a break from my other hobbies (outside video games) at the moment, which I’ll likely be returning to in the near future.
But for now, I shall enjoy this little deviation at my leisure.
But then you’d just have to work (literally, a job-like activity) 15/16 times for your stuff, and you’d be… done ? At least partly. And they’d be no adrenaline rush. Some really love it. Some don’t. I’ve never heard or read much of people being in the middle, and it would be interesting.
If you take the frustration of randomness out of the game, you also take the pleasure. The set pieces and trinkets are 6 parts, the rest you can just (get) craft(ed), with best stats, which literally leaves only the trinkets as “random”. You’ll survive not being BiS according to a rando on icyveins (I know it’s not the topic, but it relates to the FOTM part of WoW).
In the end, either it’s a personnal matter, and Blizzard can’t do anything about it, or the whole concept of equipment → motivation to play needs to be redefined, and not by just writing “loltokenzyatchbillgatezcapitalizm”.
It’s a thing to discuss how and why the game industry wants us hanged on subbing, but for once it’d be nice people just tell what THEY want from the GAMES. Would you raid without the loot, M+ without the vault, casual without the “lootboxes” - of which we’ll have less with the anniv’s ending ? It then opens many other questions
The consensus, whenever I have looked into this, has always been that folks get into FF14 for the story and that’s what drives people to keep playing. That’s very different from WoW where most of the game that it is designed for is the endgame.
So one cannot treat gear in WoW the same as what gear in games like FF14 would be in that case.
Not going to go through each one on a dedicated level but I’m going to say two things:
Most of the stuff you suggest, is how the vault (and other systems) already work like. As I said to the person, there is more than just one avenue of gear that’s obtainable by players. If one chooses to only engage with one system in particular, you’ll experience the variance within that one system.
The profession overhaul and how crafted gear now works is an example of how this functions in practical terms. Where you are meant to use it as a way to fill in holes in your gear, but also as a way to be able to have gear you can upgrade to nearly the highest possible ilvl as well. You aren’t supposed to just engage with one system, and if you do, then you experience more variance than other players - that’s by design.
If the game isn’t allowed to drop the same items, whether slots or the exact same ones, then you will get stuck in a loop of getting one item that you just gotta hope is the correct stats and works with your character. Or else… you are stuck.
Not to mention that this would interfere with our ability to set our loot tables to that of another specialization making it either further (unnecessarily) complicated, or just outright lock us out from gear we are actually pursuing.
What you are suggesting would pose larger issues that would break the game in far more unintended ways than what it would propose to solve.
I think if you’re going to make the claim that my system which is more vibe-friendly and less dependent on RNG somehow breaks the game; it might beg the question as to how?
Getting the same item over and over again from both vault and that occasional 4 mythics quest is irritating AF and doesn’t feel good.
Anytime blizz claims they implement a “bad luck protection” system they never actually explain how it works and I am not the only one that at times can feel like that system doesnt’ actually do anything.
I cleared heroic Fyrakk over and over again during S3 of DF and not ONCE did my entire raid team EVER see that axe. like at all. How is that supposed to be “bad luck protection” even with all those baubles that claimed they were upping the chance? And our raid group wasn’t unique. I am friends with at least 4 different raiding teams from that time frame and only ONE of them got the axe while the raid was active.
The other 4 people I konw who wanted the axe had to pug for weeks AFTER their team had stopped clearing it it to see the stupid thing. That’s just silly.
Not true. They started low yes, but you were able to get them upgraded ALL the way up to myth track. I think this dinar system should just always be a thing. They will have to find a balance between how often you can get dinars and how much each item costs. They could keep the costs they had before but the chance of getting a dinar each week needs to be low and then increase each week so people aren’t geared out the second they enter the season. They also can’t have the system active during RWF.
The locking of dinars behind renown is probably the best way to ensure it doesn’t interfere with RWF.
I have 5 other slots with garbo gear on my Hunter, but I just keep getting trinkets.
I suffered the same fate on this toon here, wanted a weapon, kept getting rings and trinkets, thought I was shopping at the jewelry counter at Walmart for a minute.
Human psychology is biased to remember bad events or things that prove their own beliefs. You likely don’t remember all the other items you got that disprove your claim.