The latest post from Bayohne basically confirmed that tokens will be rewarded as a consolation to anyone who lots for an item but doesn't get it. This basically only happens when more than one person lots on the same rare drop.
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Hi Bayohne (and Yoshida-san),
Thanks for the clarification and update.
We'll probably know a lot more when you finally have the official Lodestone Update on 2.0's Loot / Reward System, but I wanted to bring up a concern that some have mentioned, and suggestions to alleviate it:
* Concern *
One solution would be something Square actually implemented in their previous online RPG, and something we saw a little bit of early on with the World NMs (Uraeus, Dodore, etc.):
- By limiting Players to be able to only cast lots on "Rare Items" 3 or 4 times per week, it could limit their motivation to want to go back and try that content (Raid / Dungeon / Boss Fight) when they finished their 3 or 4 tries. After all, why would they want to go back to "New Dungeon A" in 2.0, if they were out of their 3 or 4 lot attempts?
* Solution *
- Please consider adding additional *Categories* of Items that can drop from Raids / NMs that *don't* count towards the 3 or 4 Lot Chances for "Rare Items." Examples include
- Rare Materials: So besides "Rare Items" (like Darklight), have Endgame Content drop Rare Materials that are part of a Synth, e.g., Astral Lumber, or Damascus Ingots, etc.
Ultimately, it feels like the current Dungeons and Raids gave away too many items in completed form, wasting the opportunity to incentivize players and make new content last longer.
- Unique / Untradeable Special Items: Like the "Cursed Gear" idea and getting "Abjurations" or "Attestations of Might / Justice" etc., you could have Raids drop Special Items that you need to augment and alter gear, which would be another incentive for players to try the dungeon again.
- Primal Totems: Currently getting Inferno Tapers (for Ifrit) or Unmarked Keystones (for Moogle) are gotten off many generic mobs. Perhaps for Titan or Leviathan or Shiva, etc., you could get the Primal Tapers you need by doing certain Dungeons (completing them) (but needing a fewer amount of them), or that you'd get a Packet of 10 of them (like getting 10 Unmarked Keystones when you kill one of the NMs near Moogle) from a Dungeon.
- "One Use" Key Items to Spawn OTHER Bosses / Dungeons: Just like getting the Seal of Byakko, Seal of Suzaku, etc. in Final Fantasy XI, you could get a special Key Item for clearing a Boss Encounter / Dungeon / NM, that you'd need to gain access to a different Boss Fight / Dungeon.
- "Other" "Good" Dungeon Drops that Don't Count as "Rare": There are some good pieces of equipment in the current dungeons that aren't as good as Darklight (or as rare), but they're nice pieces to have. Yoshida-san should keep these as other incentives for players to go through dungeons, and these should *not* count towards your 3 or 4 Times to Lot per week. Stuff like:
- Pince-Nez
- Explorer's Bandanna
- Mages Halfgloves
- Veteran's Field Belt
- Stonewall Earrings
If in 2.0 / ARR, you had other Categories of Items that could drop from Raids that *don't* count towards your 3 or 4 Times per Week to Lot, I think that would solve the problem some of us are worried about:
That once you use up your 3 or 4 tries per week, you'd never want to go back into that Dungeon / Fight (unless you were helping your LS or friend).
By adding stuff like Rare Materials (like Uraeus Skin, or rare Astral Lumber, Ingot, etc.) that can only be gotten from that Raid / NM / Fight, and if that didn't count towards your 3 or 4 lots, then I could see this new system not being a problem.
People would still want to go back to that "New Dungeon A" even if they used up their chances on "Darklight" (Rare Gear), to try for other Items (like those listed above - Rare Materials, Special Augmenting Key Items, Rare Totems, etc.).
So you could have completed Rare / Valuable Items, and have items that require Rare Materials, involving Crafters and Disciples of War/Magic in 2.0, and bringing back incentive to go back through a New Dungeon, even if you've used up your 3 or 4 Lots per Week (to try for other stuff).
Thanks!
Great questions and thoughts Dzian! :)
Definitely agree.
As you said, if you were hoping to get, say, "Item C" from a Dungeon, but only Item A, B, D ever drop in your runs, so you *don't* Lot, then what happens?
Would you never get a Token because you never lotted, and thus, you ran a dungeon constantly and got nothing?
And for Question 3, yah, it'd be really sad to see items that no one lots on (that's "Rare") just be thrown away because people didn't want to spend their 3 or 4 Lots on that (and were saving it up)?
And, I, too, would hope that they'll allow us to trade in our Tokens for the Real, 100% Full Powered Version of the Rare Items in question, not just a Weak Version.
Just make the loot system like XI.
Simple solution.
It's not really a concern if you go to other dungeons/content when you've used your lots on one of them. This way, throughout the week you'll be playing through all kinds of content instead of spamming flavor of the month stuff. Isn't that what SE's been pushing for, based on what Yoshi P says on all the interviews - players trying out all sorts of content instead of focusing on one.
Besides, with a controlled static, you can make it so you control your lots for guarantees and make the single content last days to a week even.
It's a flexible system that fits all kind of scenarios depending on how companies wanna handle their lots imo.
But you can't control what drops, and I dont think anyone wants to be in a position where they need just one thing and its that one thing that never drops,
sorta like the various hamlet leg armors now... or the dol hats even.
a decent example of why tokens should work on all items.
Hardly anyone I know in game wants to PUG when they can be part of a static and develop teamwork to better attain success and regulate drops. So that's a nice subjective argument you've got there.
It's considerably better than an RNG considering there are 2-3 guaranteed rate drops every clear. Anyone who expected guarantees drops with no form of limits on getting them has been, and likely will remain, delusional.
There's implications regarding things we don't know yet. You seem to be stipulating varying drop rates among the rare drops. That's not known to be the case. Can simply be a random 3.
In the end, the timer acts as a new way to preserve the uncommon aspect of the rare drops in the way the horribly low rate RNG does now. However with guaranteed runs we have a degree of control simply not possible before. Also, having tokens work on the rare drops would just lead to a behavior where everybody lots for a win-win where they get either the rare or a token for the rare and its right back to spamming the content, yet only 3 times a week. What about that sounds in any way appealing?
Let the rare drops be rare.
The fact that people could be sure they'll get what they want eventually. if it dropped great if it didn't you know you're at least a step closer to getting it.
I completely agree. But that rarity should be governed by content difficulty and not by luck in any form.
If a content is hard then getting a token for clearing it is going to be hard, Getting enough tokens for what you want is going to be hard and thus rare items stay rare.