Uh, Abyssea, add treasure to pool...?
Uh, Abyssea, add treasure to pool...?
Can you imagine the outrage if they made voidwatch NMs world 24-120hr free nms? even with a 50-100% drop rates, it would be the apoclypse of xi.
I think tanakas mind works like this:
OK, if you wont compete for it, you will work LONG HOURs in game to obtain it. Either via quests or annoying drop rates and limitations on entry time. This way you can make small steps towards obtaining it without other interferring with your progress. Although keep in mind of the limitations
OR
FREE FOR ALL! GET OUT'CHO BOTS Y'ALL, get READY FOR SOME HUGE DRAMA! GET UP AT 3AM. Ur job? Ur kids? Ur spouse? AWWW bless your heart (aka bitch, please), 24-120hr POP HNM sup, oh but heres a 25-100% drop rate! ENJOY!
everything from gaiters, to ixion gear, to abjys was very high drop rate or 100%(at least of one single abjys) off the respected NM. Only long spawn hnm that had very low drop rate on anything was lolkhimiara. Sure, ridill and dring were rare themselves, but the majority of the actual drops from the nms weren't so rare. The monsters themselves were rare.
point is, SE likes gear to enter the server and be obtained by players at a certain rate. That's very obvious, especially in endgame. Whether you get it from a horribly rare mob you can only fight once a week with a high drop rate, or spamming an event an nm several times a day, for the BEST gear, SE likes you to put forth the same amount of effort for it. That is whether it is convenient for your time or not.
Hey I did say I wasn't sure, yeah that slipped my mind, but still, it doesn't really change my point as that is still different than every person from the ally getting a box EACH. It's about the how often SE wants these gears entering the server or being obtained. They want them to be rare and 1 box per ally is much different than 1 box per person, in an ally.
They could implement it so the same person cant get the same gear in their chest again if they already have it in inventory, and instead someone else who doesnt have it it will get it. This is less about what's fair and more about keep their precious endgame gears rare.
Last edited by Benihana; 01-03-2012 at 04:59 AM.
There is nothing even close to "same amount of effort" with the current system.
SE wants you, me and every person to work hard, long hours, OR do the same event/nm over, over, over over over over over x100-200 times for their precious elite endgame gear. This is good business for them, because inspite of some quitting because of it, MUCH more people continue to play because of it.
This.
I can understand why some people think the current system is better than drops going to treasure pool, if they have been a part of the kind of ls where leader(s) got everything and favouritism was the common thing. Although why anyone would chose to stay in a ls like that is beyond me, but that's a different topic really.
However, the current system is very far from being "good" or fair. Frost worded it very accurately in the "Eleven Faijin Boots"-thread:
While increasing drop rates might make things a little better, it still doesn't solve the most annoying things about voidwatch:
1. Ra/ex drops going to someone who can't equip and/or never wanted the drop.
2. Same ra/ex item dropping to the same person multiple times.
3. Someone being lucky in a shout group and going 1/1 on the ra/ex item v/s someone who has done 200+ fights and still doesn't have the item. Cue Neisan's post quoted at the top here: "There is nothing even close to "same amount of effort" with the current system".
Personally, the low drop rates doesn't bother me as much as #1 and #2. And all of this together is why I'm in favour of an Einherjar-like ichor system in voidwatch.
Don't get mad at me, I'm not trying to rain on anyone parade. I'm just trying to give people a realistic idea of what to expect for the future.
Tanaka's balance seems to be misunderstood. If you've played consistently since launch, it's very obvious how they like endgame to be.
Where we get more accessibility, the reward payoff is usually more uncommon. AKA rarer drops. See old dynamis, limbus, salvage,nyzul,einherjar the list goes on. Even for events such as some stated above, that didn't seem that rare, were actually more rare than we would think most likely.
Where we got less accessability, we get more common drop rates. This has been usually the case. It only didn't seem that way because the MOBS were uncommon. Salvage bees, HNMs, longer spawn lotto NMs typically had a more higher drop rate on treasure.
Now am I saying some items just simply aren't more rare than others? Course not. Dring, Thf knife, ridill, rabbit charm, mistilteinn, astralsigna, were EXTREMLY UNCOMMON, but these items were in the minority. Most long spawn NMs had a higher drop rate than 1-2lottos and mobs like that.
This is Tanakas balance. It is the equivalence of how often gear enters the server. This is how SE has run FFXIs endgame since the dawn of time. The exception is during abyssea, which was never endgame but a transition period.
If they do change how voidwatch gear is distributed, it will be balanced in such a way that still keeps it just as uncommon per person/ally, etc.
It's my understanding the thing people are complaining about most, is that the same person keeps getting the same gear over and over, when they already have it correct? The only thing they could do to make it so the item will no longer load in a persons treasure chest IF THEY ALREADY have it. If they did that, people couldn't complain anymore about the same people getting it over and over. Then what?
They would simply complain about the rarity, in which SE will likely do nothing or place another limitation on players. They increased salvage drop rate, the thing is, you can only enter salvage once a day. (unless that's changed, I havent done salvage since abyssea was released. so idk)
Now if they increased drop rates, and placed a limitation in how often you could do.. say.. 1 fights per nm a day, would people be happy? TBH, I think that would be better, but people would still give SE hell over it.
Let's keep it real, what people really want is for SE to abolish their views of accessibility VS reward ratio.
Don't count on that, cause it's actually one of the things that's kept the game ALIVE. This game is old and unless their willing to put a full fledged team on this and give us new expansions or rewrite the game etc, they wanna spend as little time and effort on it as possible. If they take out grinding in endgame, WITHOUT continuously feeding us new areas, mods, events and expansions, the game WILL get very boring and stale.
An endgame without some grind is a stale one imo, unless they keep updating the game with meaty content.. which only happens 1-2 times a year atm.
I'm not white knighting for SE, but I understand why they do the things they do and I can see tanakas balance and how it plays in the life (and death) of xi.
I'm all for them making endgame about the reward and accessibility ratio of abyssea, HOWEVER, only if in the case they are constantly updating the game with MEATY content. It got so BORING waiting for the next updates during the abyssea phase. Oh, it's still boring, don't get me wrong, but at least I know what I'm working towards. I have goals and gear I want to obtain, and that's why I keep playing.
Last edited by Benihana; 01-03-2012 at 05:42 AM.
I just want to point out something. This whole thread and many others have people saying the word "everyone" over and over and over but, do you think the Mods see it that way? This thread has under 100 responses (often from the same people) even the largest threads have under 1000, and the likes to posts are even less. This audible group represents not even 1% of the player base more likely near 0.2% I can imagine 50k+ signed up players across all servers (since SE didnt release the actual numbers) Basically the everyone you speak of represents a smaller portion of the player base then the VW drop rates.
My suggestion? If you want change and have the posts for such a major game revision be looked at seriously and not just as an argument, get your LS, your friends list, the players in Port Jeuno, your Moogle, the shopkeepers, your NPC, the butcher, the baker, the candlestick maker to post on the forums. You dont speak for everyone, everyone speaks for everyone. If 0.2% is too low to make VW worth doing then its too low to make complaints worth being heard.
This isnt ment as a shot at anyone, its trying to be realistic, and with any luck reduce frustration with being unheard by devs. If you want to be taken seriously, then take gathering voices seriously.
That said, let this count as my vote for an adjustment to VW.
they could also try an accumulative % system dependent on the day and how frequent you do voidwatch.
ex. lets say x-player does voidwatch a certain monster once they have a 2-10% drop rate on items including the cells to increase it to 15% which item you get is still random.
day2- you do the same voidwatch not necessarily the day after but next time you do the same one your % raises to the 15% before cells and with cells goes up to 18-21% and item is still random and so on and so forth until you reach 100%.
and the accumulative effect can be set to only take effect after jp midnight or you can select the Notorious monster to have the effect or all.
oh i forgot to add make the effect non transferable so when you select the effect you start off at the 2-10% effect again
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