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Anjou
09-17-2013, 08:05 AM
Any plans to up the drop rates in Voidwatch? Particularly some of the weapons?

8 out of 12235 (This is Ephemeron)


Why do things have to be -insanely- luck based? Can we please have a point system or something? Or hey! How about increase the drop rate? I mean at -least- a +2% drop rate would be a little better wouldn't it?

detlef
09-17-2013, 08:12 AM
I'm hoping that they saw how successful double plan Salvage was and apply it to VW.

Also, would you mind choosing a more descriptive title next time?

Daemon
09-17-2013, 09:57 AM
Can we please have a point system or something?

Already made this suggestion but you were the first to comment anyways lol.

http://forum.square-enix.com/ffxi/threads/36543-NEW-RARE-Point-System

Umichi
09-17-2013, 09:41 PM
12k fights and no drop? I find that count kinda unbelieveable.... No offense. but at the same I can kinda see this happening.. 6 kills per run per day over a 3-4 year span could produce that.

Anjou
09-17-2013, 10:53 PM
12k fights and no drop? I find that count kinda unbelieveable.... No offense. but at the same I can kinda see this happening.. 6 kills per run per day over a 3-4 year span could produce that.

Unbelievable? Here lemme give you -my- number on Hauteclaire from Khimaira.

0/102 (Before I left Ragnarok, haven't touched Khim since)

0/23 on Ridil from Fafnir (This number might be off, I've killed him -a lot- in the last month)

If drops are meant to be so ridiculously rare, I think that the frustration is a big factor in why some people don't want to play anymore.

Daemon
09-17-2013, 11:36 PM
12k fights and no drop? I find that count kinda unbelieveable.... No offense. but at the same I can kinda see this happening.. 6 kills per run per day over a 3-4 year span could produce that.

Its true. The thing about drops, you are competing with 17 other people. The way I see it, boss dies then loots drop a certain amount of items that fall at once but becomes distributed across all players upon opening chest. That's why you see certain players go 1/1 or 1/10 etc.

But also I am assuming the amount you contribute to the fight would be like WoE. You have to participate and do things to get better chance.

Why else are certain people getting the same items like Fajin, Lux pugio Ect?

Then again that's why you see people get the same item several times like 3 HMP pouches in 1 round of six. Or 4 pair of Fajin boots.

I cannot prove anything but after doing Celaeno and watching 1 person tank and DD most of the fight I've seen them get their rare quickly.

Also after playing several different jobs I've noticed luck has been different. Somedays if I played BLUmage and deal both physical damage and magic my luck would totally be different than playing WHM who support and proc little.

Then again somedays when I toss in WS club and staff while doing proc, my luck has changed than doing just procs.

As I said I cannot prove anything but playing WoE so many times, I've been lucky as a DD Scholar compared to enfeebling Redmage.

Something about Dealing both physical and magic has changed the outcome of the results. I've done thorough testing playing a month straight on 1 job and then switching over to another job for another month and the results seem to noticeably differ.

(Of course playing the best you can on any job to the fullest and not just playing the job expecting a difference)

Anyways yeah from my opinion I think events like VW & WoE has something to do with more than just "Luck."

Feel free to debate but after playing Redmage for a few months in WoE due to being able to survive easier, less work, play independently, I've had horrible luck getting any items than DDing on Scholar doing massive damage with Self Skillchains. Yet I've continued to play Redmage thinking maybe I was having an episode of horrible luck. I'm starting to become convinced its not the case.

Its like when you d/c before boss dies and log back in you either don't qualify any drops or you only get 1-2 items out of 4-5.

I've also noticed getting weak drops like mythril beastcoin instead of high quality drops when logging back in before boss dies.

Colonization Rieves in my opinion drop shards for dealing highest damage. Then again I've noticed skirmish items drop when playing a reive for a long time doing various tasks.

In the case of VW my theory is that it doesn't matter how well you perform as a single player because the overall outcome falls at once to the entire party before items are distributed across all players and that's why it's hard to earn a rare for yourself.

In short its like doing the work and someone being present in the party gets your item (best rare) because it drops to the entire group only to be divided evenly through chest. (Overall group performance)

I think items like Fajin have a different drop system. (Single player performance)

This is just my theory.

When I play with JP groups I see many HMP pouches drop. Noticeably different than what I've seen in NA groups. Which is why I have this theory on (Overall group performance)

I wish a DEV would give us atleast 1 hint and let us know that item drops is not solely based on just luck because evidence is seen throughout the game in places like WoE, Colonization Reives.

The easy way to excuse my theory would be to assume its "just random" but i think there has to be more to it than that.

Umichi
09-18-2013, 08:52 AM
There is. I'm just a solid believer it's just the amount of effort and skill you put into the fight... but the requirements might dffer between jobs based off of Se's perspective on how they should be played. I've never gone very long without obtaining what I want from random drops.. Then again I only play drg :p

Daemon
09-18-2013, 09:12 AM
There is. I'm just a solid believer it's just the amount of effort and skill you put into the fight... but the requirements might dffer between jobs based off of Se's perspective on how they should be played. I've never gone very long without obtaining what I want from random drops.. Then again I only play drg :p

I'm also wondering if fishing system has something to do with rare drops too. Notice when you fish for awhile a limit sets off preventing you to fish. I wonder if a limit is set to prevent players from getting too many rares and require you to take a break from rare hunts.

Many times when I went to farm scrolls after a break I got it quick.


Again this is just theory.

If so it would explain as to why people end up playing hours trying to spam farm a rare from a boss and didn't get anything.

Then again it would also explain why drop rate is so horrible and everytime complaints are made on the forums the silent "working as intended" aura resides from the DEV TEAM lol.

Anjou
09-18-2013, 08:23 PM
The fishing was put into place to prevent RMT from abusing the rare, expensive fish used in quests like Pirate's Chart.

There should never be something inhibiting players from getting rare items, that's just poor design, and if its a rare/ex item, why would there be a 'limit' be put on?

Umichi
09-18-2013, 11:52 PM
Because this is a game about fighting stuff to get items to fight more stuff?

Anjou
09-19-2013, 04:07 AM
But my point is Umichi: If we are to fight things and then get more items, what do you do when the limit hits? If said game is about fighting and getting items, why fight something when you know your limit has been reached, and you can't get any items?








Time's up, the answer is:

Nothing. There is nothing to do. This'll mean people leave the game if there is such a limit, because if this hinders gameplay, why bother giving it the time of a god-given day?

Umichi
09-19-2013, 05:09 AM
All MMO's face this. If that's your reasoning then having increasingly difficult fights and rare drops(See Audolin) should be a welcome change to the zergfest smashem ups we've been getting lately. Not everyone is at their limits also. You forget that if you are a really geared player your at the top of the totem pole and you also had awhile to get there compared to someone else. Is the game boring? well then do as someone mentioned and take this game in lesser doses so as to not allow yourself to hit the limit too fast... this game will always be here :)

Anjou
09-19-2013, 12:01 PM
All MMO's face this. If that's your reasoning then having increasingly difficult fights and rare drops(See Audolin) should be a welcome change to the zergfest smashem ups we've been getting lately. Not everyone is at their limits also. You forget that if you are a really geared player your at the top of the totem pole and you also had awhile to get there compared to someone else. Is the game boring? well then do as someone mentioned and take this game in lesser doses so as to not allow yourself to hit the limit too fast... this game will always be here :)

A while to get there? I got all of Tojil's drops, most of Daku, and about to start the bee. I already got most of the top stuff in a few nights worth of playing off and on. I got one of the best geared monks on the server now thanks to Dramatica and Demonjustin's help.

The problem is, is that the game needs to conform with situations that can address multiple things at once. Having an item limit hinders the people who get lucky and when they don't wanna play, what happens to the less fortunate people who don't have Oatixur's? I myself have been trying to get friends into Tojil runs to get their Oats/Buras/helmets, it's just when there's nothing to do, the people with the experience in fighting these bosses go bye bye, and the playerbase lives through frustration of not being able to get the win they deserve.

Do you want to play a game like that?

Umichi
09-19-2013, 12:42 PM
Sure because I know eventually get what I want. Not only that but since I don't really do a lot of endgame I'll always have content to play, and I'm gifted with a competant social LS whos been practicing doing delve

Anjou
09-19-2013, 10:46 PM
It isn't really about having a whole linkshell to do delve with, just get some friends who love doing it and then fill in the gaps. we're 5/6 on Tojil (I believe, the numbers might be wrong) and the only time we flunked out was because the stunner didn't have a good connection speed.

Anywho, the game should be played at any pace.

Daemon
09-20-2013, 12:17 AM
It isn't really about having a whole linkshell to do delve with, just get some friends who love doing it and then fill in the gaps. we're 5/6 on Tojil (I believe, the numbers might be wrong) and the only time we flunked out was because the stunner didn't have a good connection speed.

Anywho, the game should be played at any pace.

Playing at any pace is actually there according to how you set it. Just I think others ignore it and assume the pace should be according to ones liking.

I just think playing the game too long, multiple hours a day or even playing all day everyday tends to put an increasing amount of stress on a person to the point they build up this emotion of hating everything they are doing blaming the content and acting as if the content is so horribly miserable that instead of enjoying it for what it is, they feel the content should be how they feel it should be.

Just my opinion though. After taking time away from the game its quite refreshing. And point of view can be changed.

Its kind of like going to a dance club everyday. Its fun at first because its new. Then you hear the same music, see the same people that after awhile you feel like you need to get away and take a break from the scene. Some people go to the extreme of expecting to get the owner force the owner to change it to their liking because they've been there long enough to the point they feel entitled to make those kind of demands.

Anjou
09-20-2013, 12:36 AM
I just think playing the game too long, multiple hours a day or even playing all day everyday tends to put an increasing amount of stress on a person to the point they build up this emotion of hating everything they are doing

*Looks at herself*


gdi....