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  1. #11
    Player Danita's Avatar
    Join Date
    Jul 2012
    Posts
    41
    Character
    Danita
    World
    Siren
    Main Class
    WAR Lv 99
    Random drops (Voidwatch) is why I quit paying them for almost a year. My wife got 6 bodies, I got zero and I did more runs than she did. Happy for her, angry for me, tired of the BS = quit. I literally, literally, only came back because I saw that Delve uses a point system. Wildskeepers are moving in the wrong direction again, and I will stop paying them again if things continue that way.
    (0)

  2. #12
    Player
    Join Date
    May 2013
    Posts
    1,521
    Quote Originally Posted by Danita View Post
    Random drops (Voidwatch) is why I quit paying them for almost a year. My wife got 6 bodies, I got zero and I did more runs than she did. Happy for her, angry for me, tired of the BS = quit. I literally, literally, only came back because I saw that Delve uses a point system. Wildskeepers are moving in the wrong direction again, and I will stop paying them again if things continue that way.
    Yeah that's why I suggested this topic. Point systems turn out to be much more fair than luck.

    I just hope people support this idea more.
    (2)
    Last edited by Daemon; 08-15-2013 at 06:05 AM.

  3. #13
    Player
    Join Date
    May 2013
    Posts
    1,521
    Wonder if there's enough people left to support this idea..
    (0)

  4. #14
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Daemon View Post
    Wonder if there's enough people left to support this idea..
    600 people on Cerberus right now, 300 of which are afk in adoulin / jeuno. There has been one shout (all in japanese) in the last hour. If they don't do something soon, people will just quit because there is no one to play with and all the new content besides colonization reives requires other people.

    On a related note, if they ever say they can't do something because of server stress again, I will reach through the inter webz and slap them and then be all like...

    (3)
    Last edited by FrankReynolds; 09-06-2013 at 10:03 AM.

  5. #15
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    1010 people on Phoenix right now. 217 are in Adoulin, 177 in Jeuno. Not as in need of a merge as others, but we could use it, more than a 3rd of the server is standing around. I could look at the common fish bot spots but I fear the numbers...
    (0)
    Last edited by Demon6324236; 09-06-2013 at 11:36 AM.

  6. #16
    Player
    Join Date
    May 2013
    Posts
    1,521
    Well I think SE heard and know about the idea for obtaining an item through other options than kill yourself hoping for it to drop based on Luck.

    I mean I'm assuming that's why they implemented players to trade in 3 pieces of Emp for something else. Could be a testing phase to see how it works before making it happen in bigger events.

    Which would explain why they said "We'e looking into this."

    I just think a point system is more of an organized Visual concept that helps anyone to see at all times. Trading in gear would be good for lower level content because its already gear most people are passed.

    Higher level would actually require holding onto the gear until you have enough pieces to trade than using point system. Which is not a good solution based on most end game players already have enough items overflowing to a major crisis.

    At higher levels, rare point system could make a difference in pacing the event, keeping the playerbase informed that they don't have to worry about being out of luck, and gives motivation to continue playing.

    Which is why Login Campaign worked.
    (0)
    Last edited by Daemon; 09-08-2013 at 06:00 AM.

  7. #17
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Daemon View Post
    Which is why Login Campaign worked.
    I've seen this come up in a few other threads and I'm curious. How exactly did the log in campaign work? Not that I'm against it at all, I'm just curious. Besides putting a bunch of gear into the game and turning KB into a cluster bleep, what exactly did it do?
    (0)

  8. #18
    Player
    Join Date
    May 2013
    Posts
    1,521
    Quote Originally Posted by FrankReynolds View Post
    I've seen this come up in a few other threads and I'm curious. How exactly did the log in campaign work? Not that I'm against it at all, I'm just curious. Besides putting a bunch of gear into the game and turning KB into a cluster bleep, what exactly did it do?
    Each time you logged in, you got 1 point. The more you logged in the more points you got. But everyday the moment you logged on you could see your progress that showed you how many points you've earned and how many times you logged on total.

    Several people commented how they enjoyed login campaign because even if some did not earn enough points to purchase something like Chocobo mask, people still got to earn items like beastly shank and other rewards.

    My point about rare point system is that if you played WR or VW, having a point system that gives you points per fight allowing players to purchase a rare would overcome the obstacle of being unfair to those who suffer the luck system.

    Example
    While some players can get a rare in 1-5 fights, many others killing themselves fighting a boss over 200-2,000 fights and get angry that they did put in the time and effort and still didnt get what they wanted.

    Atleast point system could allow players to try based on luck but still earn item after enough points which would be fair for everyone in the long run.

    If you had horrible luck atleast earning and seeing your point progress could give you motivation to play the event longer than give up feeling hopeless, angry and disappointed
    (0)

  9. #19
    Player Anjou's Avatar
    Join Date
    May 2013
    Location
    San d'Oria
    Posts
    543
    Character
    Anjou
    World
    Ragnarok
    Main Class
    NIN Lv 60
    I still support it.
    (2)

  10. #20
    Player
    Join Date
    May 2013
    Posts
    1,521
    From the way I see it. In game development class we went over how the difficulty of obstacles increase the further the level requirement becomes.

    So if a player is level 1 --> level 30 not much content, gear, quests, items etc to make such an enormous effort compare to leve 1 --> level 99.

    But the luck system was good when conditions were made to be either solo, low man and easy fight.

    Because you can kill mobs faster and move on to something else and in instant cases solo or only depend on 1-2 other people such as events like Abyssea its easier to handle. Because its low man event.

    The problem based on luck became difficult during VW. You needed procs, the right jobs.
    However the way I see VW implementation is like kill 1 boss and then a list of say 100 items drops at once then gets divided across each player.

    So if 18 players were partying and each person got 4 items. That would require 72 items to drop after kill then as each person opens a chest, 4 items falls per chest.

    Luck in this case would fall under 2 ways. Luck based on kill and luck based on who got the rare upon opening the chest.

    Now imagine if the drop system was based on this? That means every time random people switching in and out of parties get lucky and end up getting an item 1/1 or 1/10 etc. that means if you partied a boss 6 hours straight with the same people, one of the people in your group should have gotten it. But because parties randomly switch members, that's why some people got it 1/1.

    As if you were hunting a rare all day like BLM scroll and the minute you left someone else got it 1/1.

    However in the case of WR, imagine if 150 players fighting Hurkan. Then upon kill, if 150 items dropped at once.

    Server can handle it.

    150 players getting 4 items each would mean 600 items would have to drop from boss upon kill.

    BAM SERVER CRASH!

    Unlike VW, Wildskeeper Rieves does not give treasure box. But how I see Treasure box implemented is hiding behind the scenes is loot loading a certain instance that the server can handle while slowly adding increments to fill the rest. So if at 50 items out of 500, server can handle, it is automatically set to instantly drop 50 and then add 25, 25, 25 to prevent crash.

    Kind of like 250 people TP skill at the same exact time.

    The more people added on to the equations, the more items are required, the more resources are consumed.

    VW allow items to slowly distribute among players at the moment each person opened treasure box so there is control.

    But I'm only guessing this is how the system works and why you get crap loots, recycled items and no drops in WR.

    Which is why I think point system would work. That way players at random times can stop by NPC and purchase item instead.

    Evidence can be seen of this theory through macro swapping.
    (0)
    Last edited by Daemon; 09-09-2013 at 09:33 AM.

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