I don't want 100% drop rate, just the ability to decide like an adult how to distribute the rewards after a win...
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I don't want 100% drop rate, just the ability to decide like an adult how to distribute the rewards after a win...
Yes I know the problem isn't ifrit, but 0.01% run a perfect party, 8 members, usually you gotta take into account 1-2 even 3 aren't as good as the rest. They way I saw, lots of wipes, and frustration, Just don't make it easier, frustrates a lot, specially after you kill it and get 5 dark matters 6 times in a row. Pre patch, we always killed it with one dead, after patch, been all wipe. Because that person dead, makes a lot of dif since dmg is slower than before. Plus add lag, d/c, they could at least make ress faster so we could have more chances to win without a perfect party. I get mad when people fucks up at ifrit, but I can see that they are frustrated specially when they see that they are doing bad and prefer to give their slot to better players. The way I see now, they won't ever get to enjoy those fights since either they die and stay dead for the whole fight, or we gotta get pro people that can keep themselves alive the whole fight.
I've beaten ifrit 3 times in a row since patch 1.20 with no weapon or totem drop for anyone in the party.
I thought it was going to be that every person in the party got one out of their chest 100%, but no of course not. My dreams were shattered. Hell, the party isn't even guaranteed one of them. It is pretty retarded.
They could just go with what WoW did and reward you an emblem where you'll need like 30 per just for one weapon and you only get one emblem a kill you know if you folks wanna complain more.
*SE gives the community a second way to get weapons along with the usual way* *players complain* Didn't see that coming :O <3
Lol. Ever play Final Fantasy IV? Pink Tails were so easy to get amirite?
Got my 9th cane drop since fighting Ifrit. Who says there isn't a problem?
Same issues with Moogle fight. 0/17 on weapons and only 2 charms. Worst part about that one is the goddamn NM's you have to go through after every fight (Hopefully something changes in 1.20a)
hai guys, i done maybe less than 50 ifrit fights and am 5/7 with 1 totem no doubles an only need the two mage weapons, i think i got the 5 DD ones in the 1st 20 or so fights..... i agree drop rate sucks..... lol ;p
i am sure that sooner or later drop rate will bite me in the ass atm thou its melding which is doing that ;)
At least they didn't make it into a D Ring, where a server get one per year.
Or Vivian Ring, where my friend camped it for 3 years before getting it, at something like 1/220.
I would not complain about any drop rate at the moment, course SE take it personal. Remember when everyone complain about not enough monster, and SE throw r50+ aggro monster all over the place, including right outside town gate? Or when they complain about party grind too bad and SE make it you can go from 1-50 in one day? Yeah...
I wish to undertand the meaning of totems and charms if they are not at least 80-90% drop rate. I killed moogle 3 times in a row this evening and i went 0/3 wasting 3 hours of my life doing the fights and killing 15 nms that are not easy to kill. I didnt get a single charm as reward after all this time spent.
Same thing with Ifrit yesterday,0 totems after a few attempts. In addiction battle now is too slow because ifrit does not give you the chance most of times to complete your combos and normal ws do low dmg,so before patch ifrit was dieing in 8-9 mins,now it takes like 20 min to be killed.
And as reward for more time spent in battle? Your nice dark matters.
Result? This evening i gave 3 hours of my life away for nothing,but i'm sure that i'm not doing this shit anymore till yoshida and company dont do things like God wants.
I'm not giving you my money and my time if things go on like this.
I am not reading this whole thread, but after running ifrit yesterday with my ls I find the drop rate more than satisifactory, after about 6 runs we managed to get a member a weapon. This of course doesn't help anyone who is going in a pickup group as we obviously handed our totem's to that one person, but I feel that was the point in the design.
It doesn't help if everyone in the group wants a weapon either, which in most groups they do. By the way people are having different drop rates my guess is that people who have got their first totem are getting higher drop rates thereafter like with the weapons themselves.
As of now, only people who are doing Ifrit are the one who needs a weapon, so it's very hard to expect people to just pass you the totems especially when the drops are not even guaranteed (below comment). I've personally went a few runs with no totem drops.
Estellios and Sontawila I'm afraid there is no point in arguing with Answa, he will just make stuff up and call you liars. My point still stands in the OP.
I agree. I think SE is not thinking about casual players in this situation. They invite people to continue to support the game, telling them that the actual content will only last till the 2.0 version, so we need to do this content now. But for a casual player it will be impossible to get any drop in ifrit or moogle, so it is pointless that they even try these battle. Ifrit and moogle content seem to be made just for hardcore players that are willing to kill ifrit 1000 times even when they might only get 2 or 3 weapons if they are lucky. I think SE should make totems 100% drop rate for every person. It is already difficult to find the perfect party to kill them and when you do, you should get something (and not DM).
Yeah I thought Inferno totem would just replace Dark Matter as the "dud" prize. I think it should work that way tbh.
Well... I agree completely with the drop rate being garbage, and I also don't like "totems". This is the most retarded idea I've ever heard.
I think if ANYTHING, they could have split each item up into 5 'weapon parts' and you can just collect them. Make some more rare drop than others. Then trade items into npc to create item. At least that makes SENSE, it's weapon pieces u put together instead of ... totems? And honestly I'm probably going to quit if they don't fix the drop rates on ifrit and moogle. You can only stand in ul'dah for 3 hours a night after work for so many nights before you too depressed to log in anymore. Even if u do get into an ifrit group you're gonna fail 3x and go to bed. That makes the thought of actually winning and still not getting totems seem even more impossible and depressing.
I don't think those two fights are for casuals. If they make them more casual what is in the game for the more hardcore among us? I've only tried Moogle fight a couple times and no wins, but as a more casual player (lately anyway) I do not feel cheated out of anything.
That said, we still need more content for players of every type...
To everyone saying "OOOH WHY FIGHT IFRIT IF I CANT GET THE WEAPONS I WANTZ?!?!? NO GOOD FOR CASUAL PLAYERS", I politely ask you to shut up and enjoy the content you can do.
I for one, only have one ifrit weapon (for a class which I hate), but I'm not complaining. I've had a lot of fun learning and mastering the fight. Died a lot of times before my first win and when I finally did it, it felt great.
Why do casual players need the best(in some cases) weapon in the game? If you're casual, use a hart guisarme like I do. Put the best materia you can get in your gear if you're worried about your performance (as you should be)
But seriously, if a casual player could get everything hardcore players do, why would hardcore players play a game at all? They tried to balance the game with the fatigue system, it didn't work.
Hardcore=shiny armor and weapons which are hard AND TIME CONSUMING to get. Casual players = hart guisarme with str II materia. Nothing wrong with it.
I was casual on ffxi and farmed leaping boots for weeks and it felt great when I got them.
Stop crying and enjoy your fights. Content is there for the casual and the hardcore, don't assume you're entitled to everything in the game without investing the required time/effort.
As someone said, its perfectly possible to get someone on your linkshell a weapon in 8-15 fights. If you say your party has done 20 runs with only two totems, either you're exaggerating or they're lying to you.
Generation of Spoiled gamers ftw.
I don't like how we can't trade them. So I guess if I pass 9 totems to my bf then next fight his sword drops I wasted 9 totems. Sounds awesome.
It's a necessary risk. Tradeable = you can get a weapon without participating in the fight at all. Besides, if the sword didn't drop you would have "wasted" those totems anyways since they can't be traded, they just would be used up for the sword. Unused totems still have use unless you have 7/7 weapons anyway.
On topic: It feels like they raised the drop rate, out of 4 fights we got around 9 totems, although 1 fight dropped nothing at all I believe. I'm probably wrong, though.
Just throwing in my two gil on this issue. I completely agree with the idea that totems/charms should be a guaranteed drop from these and future Primal battles. As it stands, the option of trading charms is a fine concept, but needing as many as ten or twenty means that they are likely to be hoarded in order to get that last elusive weapon instead. Furthermore, members in my LS have had to let at least a couple dozen weapons go to waste because they weren't and still aren't able to be traded. Doesn't this method seem backwards?
If every party member was able to get at least one charm per win, then assuming one person received charms from every other member, it'd still take two wins for that person to gain a useful reward from the battle. At worst it might take up to ten or twenty battles, but at least the guarantee is there that a person will be able to claim something for the effort they'd put in. Dark Matter is NOT a worthwhile consolation prize, please give me a charm per win instead.
Not only backwards, but a little offensive too.
Considering SE just implemented the charms and totems and made them passable in the loot system while leaving the weapons as is. SE could have EASILY changed the primal weapons to the same passable loot system the charms/totems use and the problem would be fixed!
One totem/charm per person per kill *might* just be a little too high of a drop rate... a few per kill may be better for the longevity of the content. But if the weapons themselves were passable from one pt member to another at LEAST we would see no more duplicates dropped! This is really sad.
Make It Happen.
And while you are at it, please throw in some shiny armor in the next few dungeons and primal fights to go along with the weapons...Crafted Rare, unique, trade-able, meld-able gear maybe?
So on 1.20a patch day I did 8 Moogle runs and both my friend and I got 1 kupo nut each, we farmed up 16 pop sets and about 7h20mins had passed in this timeframe.
When I went to bed I thought what a freaking waste, and the weapons aren't a game changer for me. I get the most miniscule of satisfaction for obtaining a Moogle weapon. I've actually been giving all my kupo nuts to another linkshell member because I figured by the time I hit 20 kupo nuts, 1.21 will be here.
However today I went 3/3 on different Moogle weapons, putting me at 5/41. Which probably was about the same for me on Ifrit only I ended up killing Ifrit a hundred more times and getting nothing (or a few doubles).
So, we'll see in a weeks time how things pan out w/ this new prerequisite system.
Perhaps I'm only optimistic because luck is on my side, where as everyone else who didn't go 3/3 is probably thinking yea, I'm not even gonna attend the event tomorrow because this loot system is absolute trash. Which doesn't mean they won't show up, it means that when/if they do, it's against their own will. The enjoyment of the game is lessened.
Well after reading the whole thread, the most sensible solution appears to be:
- Remove weapon drops completely
- Make totems/nuts a 100% drop (per individual) and
- Make totems/nuts untradeable
Either that or just make the damn weapons go to loot pool =P
@Purity: People are annoyed over the fact that you can do the exact same fight over and over 100s of times and still not get the drop you need, or you can do it 100s of times and get nothing but the same weapon multiple times because the loot system for these fights is terrible. Totems don't really help because you need so many of them and the drop rate is so low that it still doesn't feel like you are making any progress, especially if you need more than one weapon. And believe it or not MANY people have done the fight many times and are still getting crappy drop rates. Eventually the fight just becomes going through the motions rather than a hardcore challenge after you've done it so much and not having anything to show for it begins to frustrate people.