Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 85

Hybrid View

  1. #1
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,959
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99

    [dev1101] Please add "Don't get the drop X times, get key item for drop" EVERYWHERE!!

    Players who defeat the NMs that spawn on floors 20, 40, 60, 80, and 100 five times will be rewarded with a key item corresponding to that section.
    Talking to the NPC Berangere at Aht Urhgan Whitegate (L-9) while in possession of one of those key items will allow players to receive one piece of equipment from a list of possible spoils obtainable in that section.
    You guys finally got it right. There's only one problem. This only affects Nyzul Isle Uncharted Region.

    In the name of 0/100 NM campers/event repeaters everywhere, add this to EVERY EVENT in the game!!! While you're at it, add it to NMs and HNMs too.

    Sincerely,
    Everyone who's ever gotten their butt kicked by the Random Number Generator

    Edit: By the way- No, I don't mean "repeat anything 5 times, get the reward." The number of repeats would be set for each content relative to the amount of time they expect players to spend before succeeding with the RNG.
    (31)
    Last edited by Alhanelem; 03-11-2012 at 12:04 PM.

  2. #2
    Player Starry's Avatar
    Join Date
    Feb 2012
    Posts
    53
    RNG is great for adding in extra drops/speeding the proccess; but 'tokens' has always been the best system as it's got the feeling of progression. Salavage was the worst(and now VW) as there is 0 progression it's just -- hey hope you get lucky!
    (3)

  3. #3
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Starry View Post
    'tokens' has always been the best system as it's got the feeling of progression.
    B.F. Skinner disagrees with you. A randomized reward will actually keep you coming back longer than a scheduled reward.
    (3)

  4. #4
    Player Duzell's Avatar
    Join Date
    Apr 2011
    Posts
    111
    Character
    Duzell
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Atomic_Skull View Post
    B.F. Skinner disagrees with you. A randomized reward will actually keep you coming back longer than a scheduled reward.
    Ah but in skinners experements rewards are given frequently at first to enccourage the behavure and then reduced to sporatic rewards, this encouraged the behavure to stick more so than scheduled rewards such as every X number of times. Voidwatch lacks the inital reward phase to encourage the behavure in the first place, otherwise the logic is sound. Quilin is a good example of the skinner method, it has several good common drops and a carrot on a stick to keep you coming back.
    (1)

  5. #5
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,959
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Atomic_Skull View Post
    B.F. Skinner disagrees with you. A randomized reward will actually keep you coming back longer than a scheduled reward.
    If it's not so confounding that you give up... If I went 0/200 on an NM (I know people who have) I'd have probably quit at that point too. Heck I'd actually have given up long before that.

    You might stop after the scheduled reward, but you're also haivng more fun while you're getting there because you're not on pins and needles praying for your reward and getting disappointed.
    (7)

  6. #6
    Player Sagagemini's Avatar
    Join Date
    Feb 2012
    Posts
    17
    Character
    Sagagemini
    World
    Phoenix
    Main Class
    BST Lv 99
    Quote Originally Posted by Atomic_Skull View Post
    B.F. Skinner disagrees with you. A randomized reward will actually keep you coming back longer than a scheduled reward.
    Skinner would never imagine though that MMORPG players would be smarter than rats and be capable of choosing to give up on the game.
    (1)

  7. #7
    Player Dragoy's Avatar
    Join Date
    Jul 2011
    Location
    Bastok
    Posts
    2,054
    Character
    Dragoy
    World
    Fenrir
    Main Class
    RNG Lv 99

    ><)))°ĸ

    It's funny, that I was talking about this kind of things with a non-FFXI friend just a while before they announced that adjustment for the "new" Nyzul.

    Specifically something like if you defeat a certain monster certain amount of times you will eventually get the reward, with higher chances each kill for example. Perhaps the percentage on the randomness would be altered, perhaps you would need to stay in the area for that to happen (change areas and it re-sets), purrrhaps you would get a 'trophy item' from the monster and you could then trade them to some NPC who is... uhm, interested about that kind of stuff.

    The last part already is in game, the Trophies in Heroes of Abyssea areas.

    Sure, random in the extent it is in FFXI makes people use more time in general, but it is not balanced in fairness because the rates are so low that it just can't be fair in the ways that someone will get something in 1 or 2 tries while the other goes 50-100 without.

    Sure, if both did 100, they might have the same amount, but that's too much and will not ever be fair/fun\challenging.

    I doubt this will much change, ever, but a trophy-system of a kind for all the outside Abyssea monsters would be great indeed. Been thinking of proposing this myself as I have thought of it for years but never really thought it could be possible...

    But hey, random of a ride it has been, enjoy the final stretch can we?


    Just some blah~
    (1)
    ...or so the legend says.


  8. #8
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    296
    I don't like tokens because it makes the rewards feel so insignificant. It's awesome to go 1/1 on something and when you go 1/20 on something, it's great to finally get it. With tokens, you do said event 20 times and that's it. Great, you have the top of the line Body piece. Now what?

    Also, RNG gives something for people to keep coming back to. It would suck to have nothing to do with friends in-game once you all have all of the items you want.

    tl;dr
    Everyone will do event X exactly Y times, get what they want, and then complain there's nothing to do in the game.
    (1)

  9. #9
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Sfchakan View Post
    I don't like tokens because it makes the rewards feel so insignificant. It's awesome to go 1/1 on something and when you go 1/20 on something, it's great to finally get it. With tokens, you do said event 20 times and that's it. Great, you have the top of the line Body piece. Now what?

    Also, RNG gives something for people to keep coming back to. It would suck to have nothing to do with friends in-game once you all have all of the items you want.

    tl;dr
    Everyone will do event X exactly Y times, get what they want, and then complain there's nothing to do in the game.

    Doesn't going 1/1 on something make a reward less significant? You put forth less time and effort than someone who earned 5/10/20 tokens. The 1/1 person basically did nothing but win the lottery, while the token person worked over time for their payday.

    While it is "great" to finally get something after going 1/20/50/100/200 is it really a sense of joy you feel, or a sense of relief? This is crude, but it can "feel good" to um... relieve yourself... but that's not so much a sense of joy as it is a sense of not feeling bad anymore. Sorry for that example, but I think that's how it is for some of us. We don't feel good, we just don't feel bad anymore. Not everyone gets that gambler's rush from winning after losing for so long.

    Some of the friendships I'd built were probably not as strong thanks to the stress the game can bring at times. I think some tend to forget how especially stingy RNG can bring out the dark sides in people when things finally do (or never) drop. It's not all love, rainbows, bunnies, and friendship that's for sure. I think it would actually be better to run out of things to do between updates than have to put up with the torture RNG can potentially bring.
    (3)
    Last edited by Camiie; 03-09-2012 at 06:34 AM.

  10. #10
    Player Starry's Avatar
    Join Date
    Feb 2012
    Posts
    53
    Quote Originally Posted by Sfchakan View Post
    I don't like tokens because it makes the rewards feel so insignificant. It's awesome to go 1/1 on something and when you go 1/20 on something, it's great to finally get it. With tokens, you do said event 20 times and that's it. Great, you have the top of the line Body piece. Now what?

    Also, RNG gives something for people to keep coming back to. It would suck to have nothing to do with friends in-game once you all have all of the items you want.

    tl;dr
    Everyone will do event X exactly Y times, get what they want, and then complain there's nothing to do in the game.
    Your argument is fairly flawed in that it would be more beneficial to said community to have a 'minimum amount' of times to do something[with a token system] then a RNG where if you go 1/1 your done[as you said].

    The problem is there isn't incentive to do much in this game when you get the 'big item' which is where a token system would also help. Tokens don't have to go for just gear; they can be used for consumables and the such that /could/ encourage people to come back and do that content.

    So much this. Let's stop asking for things to be handed to us when luck doesn't go our way.
    Lol...wtf? The 'challenge/fun' shouldn't be getting lucky with a random number - it /should/ be from playing the content. GTFO with this random drops are good for the game garbage.
    (3)

Page 1 of 9 1 2 3 ... LastLast