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  1. #11
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,161
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Babekeke View Post
    Yay! Implement this, then we can all bin our THF gear since there will be absolutely not use for TH ever, instead of just for 50% of stuff.
    Uh, this wouldn't make TH useless. It increases the odds of getting your items sooner, rather than later, which is what it already does now. By the time this key item kicks in, you really should have statistically already received the item.

    Say an item has a 2% drop rate. You kill it 50 times. Odds are pretty good that you should have gotten the drop by that time. So you kill it some more. Still no drop. Now, you get the key item and finally your drop.
    Now say you bring a thief, and just say it made the drop rate 10%. You kill the monster 10 times, get the drop. You've still saved a ton of time. How was TH not helpful?

    While the OP's idea might seem great - the problem is once you get all that armor, you have nothing left to do.
    You say this as if it wouldn't happen anyway without this feature? Does it feel fair to you when your friend gets the drop after 10 runs of <insert event here> but you are still trying to get it 200 runs later and that friend gets tired of helping you? Once in salvage, I got a 35 piece on my first kill of an NM. Another person I know killed the same NM over 250 times before he got it. He stopped truly enjoying the event loooooooooong before that.

    Man, you guys really don't get it. The idea is designed so that you have more than enough opportunities to obtain the item normally before the feature helps you out. The threshold for it helping you is set beyond the reasonable number of times you'd expect to take before getting the item based on its drop rate.

    Camping an NM for a week for that 5% drop? Acceptable.
    Camping it for 4 months? Not acceptable.

    Great. Then we don't need a visible token system. Game records how many times you've killed certain mobs. When you've done it 100 times*, they can force the drop to your group guaranteed. Just don't tell us about it - because there are many people it's going to turn off the game even more than Abyssea managed to do.
    The only way this would have the effect you're desiring is if they ninja-added it, and that's a stupid thing to do. How could this turn anyone off from the game anyway? This is only about ending crap like "I went 0/350 on Kaggen." NOTHING should EVER take that many kills. Period. 50? Fine. 100? Pushing it. 350? Far more people would be turned off by the impossibility of obtaining the item than would be turned off by the assurance that if they keep at it long enough, they will get it.

    I don't even care about new armors because they are all "Waste your life for a chance at doing 2% more damage every full moon".
    I think this quote sums it up.

    Most people I know would rather be working toward a visible, fixed goal anyway than depending on random luck- Even if that visible fixed goal is longer on average- You feel like you're making progress and you're more motivated to continue.
    (5)
    Last edited by Alhanelem; 03-11-2012 at 03:05 AM.