like the saying goes............you dont appreciate something that is given to you, you appreciate something you have earned and get on your own
(and before you say, getting tokens is basically giving you the item for free)
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like the saying goes............you dont appreciate something that is given to you, you appreciate something you have earned and get on your own
(and before you say, getting tokens is basically giving you the item for free)
Why not have it drop a disciple item you can trade in. IE: Randomly drop a DoM or DoB glove. Everyone for that disciple can roll on it. Once they get it they now have a unique item they can trade in for the actual coil level glove. DoM could choice from DPS or Healer, DoB could choice between DPS and Tank. Once the get the actual item it still counts as unique so they couldn't roll on the glove again. This way almost every time you go in there, someone gets rewarded for the effort you put in.
SE Will you please change the Law of Large Numbers? I'm a big baby and can't stand that I am part of a team which is rewarded instead of myself.
I wouldn't like to see yet more token farming added to this game (its really really boring), but think the system needs to check what the party already have and then subtract that from the loot list or something.
It's tricky though because some players want to gear up an off class as well so you have to be careful with this.
How about doing something like wow does with it's tier gear. ie "Ruined Allagan chest piece", a piece of gear which is useless unless traded for the actual item from an NPC. This item could be traded for any chest slot item for any class.
You get 50 tokens (Tomestones) each Coil boss you kill, currently 200 a week if you do turn 1-4. it costs 375,495, or 825 depending on part you want to buy. You can get up too 300 a week if you do AK/WP runs to make your cap. This is exactly a token system, but the only difference is it is more casual friendly as you can get all 300 without actually doing Coil (if you run a lot of WP/AK), allowing more casual people to not fall too far behind in the loot (Coil RNG drops ensure raiders will always get ahead though).
gear progression is plenty fast with just the 300 a week when you consider Coil 1-5 is all we have for the next 4-5months since those doing Coil and in ilv90 is not going to see the Crystal tower as anything other then some fun to do now and then since we already out gear it
How about just be happy for your team mates? Even if monk gear drops and no monk is in your group, still be happy someone will have lots of incentive to level monk. Same for any job. If you get tanking gear great, same with healing and dps. In theory your run next week will be even easier, build on that and be happy for others and not all out for #1.
Am I missing something? Last time I checked Coil drops tombs of mythology that you can turn in for AF2 gear and also last I checked pretty much all classes have several pieced of AF2 that are better than or equal to Allagan. I think that maybe you should consider whining about the mythology tomb cap rather than "coil not dropping any tokens" because your current logic is very flawed. Personally I love that you have to do the content more than 6 times to get your gear, what I don't love is the myth cap and lockout timer but until there is more content to be had I'm pretty sure those will be sticking around for a while so get used to it.
Ignore the trolling massochists who have no lives.
The RNG is necessary to a degree, but any dev worth their salt should do their best to minimize its impact on the players. Getting dicked by the game isn't fun for anyone, and more often than not drives people to quit rather than keep trying over & over to get what they want, as is preached by the white knighters.
Week 1 of Coil I got the shield for my Paladin, and I was tanking as Warrior. The BLM got a ring. Then on turn 2 the BLM got chest and something else.
This week I got the tank pants on turn 2, and our healer got gear on Turn 1 and 2. And our DRG got 2 pieces of gear as well.
You are just unlucky.
But nonetheless, I agree with you that it should be a token system ASAP. Take all the gear BCB drops, put it in a vendor and drop tokens of bahamut or something from BCB. Should be something like 5 tokens per piece of gear and 1 token per turn (imo turn 3 should drop a token when you get to the teleporter at the end). For most people this would be one piece of gear every other week. Also because you can plan what to get you'd know what to spend your myth on instead of holding it till something drops you can gear around.
Why is it, that blizzard with his diablo "Gems" is that good, while SE seems to not learn their lessons?
1) You can merge lesser gems to higher... to get the highest, you may need 1024+ of the lowest -> very high grinding but without excluding causals
2) You can change gems you do not need into gems you actually need of same quality -> sometimes you need to pay with currency or other items, so it does not get overused
Thats how RNG works fine and no one complains!
However, forced to take what you get on top of a crappy RNG was a big Problem pre 1.19, even SE changed their minds and added Skirmish and tokens post 1.19 ... Dont ask why they have not learned their lessons, even on ARR:BETA this was a big issue once again...
Sometimes I think there is a translation problem, because the way they have added tokens in ARR, it seems they do not understand what players are asking for... The main issue here is progression and the main Problem is stagnation.
2 chest drop.why not make one drop mage / tank stuff and other drop dps.
There is already a token system for level 90 gears for you instant-gratification guys already. Leave coil alone.
Tokens = Mythology.
Its already in-game, its just not what you want.
If you want me to list it all, I probably could. Our BLM got around 5 pieces in one week, then we gave more BLM gear to an alt the next week. Our Bard got about 4 pieces, then we gave Bard gear to an alt. Then we continuously give those gears to alts now, and are gearing a dragoon who is now a monk, with dragoon and monk gear. So 3 out of 8 people in our raid have gotten legit gear drops, while the other 5 are passing / greeding on trash off-spec stuff that is completely a waste to everything that a raiding guild is about. The gear should not be randomized as much as it is. It should be up to the raid leader how to distribute the gear.
When we nearly fully geared our BLM in one coil run, we were ecstatic. It was awesome! But now we are still getting BLM gear every week, and it is retarded and slowing our progression on Twintania.
So long it is like it was with the primal fights in 1.0
We got random weapon and tokens (so we could buy the weapon if it isn't dropped after the 50th run)
Maybe make the token droprate for coil the same as it was in the old Ifrit fights?
This will get fixed when more content gets put in the game.
You're not seeing the big picture friend.
Let's say you get the tokens for the gear you want before content is out. You get all the gear and then what? Are you gonna keep playing since there's nothing to do? You will leave like you are threaten to do now (take a break)
The way it is now. It keeps people grinding out coil for the chance to get the item they want. Once they do.. against all the odds /joy!
So either way. You can leave now because you are angry. or leave in 2-3 weeks once you complete your gear set and content will be out in 6 months apparently.
I swears. It's as if people here never played a MMO before. In one moment they want the gear they need to drop more easily, and in the next they complain there isn't enough to do. If this is such a issue for you then go play something else. I'm sure I'm not the only person sick and tired of the whiny complaints for easy handouts. No MMO launch has ever given away the best gear in the game easily or for free. Suck it up and learn what MMO's are like.
Each chest contains 9 unique items in its loot tables giving you an ~11% chance to get an item you want. How is switching to tokens increase the percentage of getting a drop you want?
I guess you forgot those runs in WoW when you would get the same token many weeks in a row? Turn one contains a body, a ring, legs, lots of good stuff but I dont want any of that I want a body only token too that should really increase my chances to get loot .....
At least this gives drops, try FFXI old system of getting a chance at a drop only once a day and most likely get nothing to drop, period. and then repeat that for a few months.
Here RNG is the only thing you have to worry about, but drops are pretty much 100%, Got to deal with random. if you could just "pick" your drops, coil would be burned out pretty fast.
Please no more Token systems. You can just farm your mythologies to get ilvl 90 gear.
The current way is the best way. You have a chance of drop without (possibly, if you're lucky) having to farm the dungeon 100 times to gather tokens, AND you have the token way to go with it (the AF2). To be honest I'd drop myth tokens too and only keep DL as token gear. I like lady luck.
The funny part..? People begged and pleaded for a token system for 2.0.
Except it is the entire reason why the game exists. The FFXIV Dev team exists to provide us with content in order to keep us busy so we keep paying for the game. Some may be in graphics, some may be in writing stories, some creating mini games, but that is what the team is here for. Running the same thing over and over is boring, it may cause someone to loose interest in the game more quickly for some than others. Some may run the same thing ten times and be bored, others 150 times and be bored, however boredom tends to cease while making progress. People are excited when progress is being made towards a goal. It might take then 10 weeks, but they are slowly moving towards their goal.
Well droping "something" is always the case, i mean NMs always droped items, but FFXI was notorious for droping a bunch of worthless items no one wanted, the complaning here is that coil drops useful items, but not actually the ones you are your self after)
but if you want a example of a long camp with 0 drops Pointing at Tiamat, which she very often droped nothing or a bunch of useless crafting mats. and she only spawned once a week. so that is actually worse.
Goes on forums, finds thread about "Coil should be token based," points out that it is because it drops Mythology. Thread goes to 12 pages anyways.
I feel your pain on the drop system but it is all random ><
6 weeks into coil this week we finally got our 2nd healer drop in the game.
Translation: My feelings are hurt for being called out. I don't care that I insult others for my own enjoyment. I will continue to push people down. Step off girl friend.
I am pointing out that she was being nice and defending the OP for something he never did wrong. She called you and most of the early responses out for being jerks towards the OP for something that he is clearly frustrated about.
Group hug?
Re-read my post. Nowhere did I say it wasn't 90%, I said the algorithm was screwed up. I also specifically said SUCCESSES and failures seem to occur in strings that defy their odds far too often. I'm not just moaning because I had a string of bad luck. Given a large enough sample, yes, it does come to 90% (or whatever the odds are for the action in question); the problem is that it seems to do this with long strings of successes or failures and very few cases of anything else.
Regularly I will see 5 or so crafts with nothing but successes followed by a craft with almost ALL failures. As a one-off that might be dismissed as bad luck but it occurs far too often for that to just be luck. As I said, my FC reports the same issue. It's rare for us to have a craft with a balance of success and failures; it is pretty much always skewed entirely one way or the other.
Go keep a tally of your action outcomes, I guarantee you will see frequent strings (good or bad) that should be extremely rare. The overall odds should balance out to the correct % but the way the algorithm gets there is completely wrong. It's more like it tries to balance itself out which defies the entire point of RNG.