I hope it means they plan on dropping the abysmal luck based drop system and plan on implementing one that rewards effort myself.
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They just need to make raids a lot longer and more challenging, then put like a 3-5 day lock out on it. I'm talking about dungeons where clearing trash mobs is a challenge. Make each dungeon have an entire gear set (including jewlery) for every class, and have one piece drop from each boss (that means like 5+ bosses per dungeon) and 1-2 pieces ALWAYS drops when you kill a boss. Then make like 3 more of these dungeons with different gear sets with different stats, so people can mix and match stuff to customize their gears.
The longevity comes from needing to get all the pieces for the gear sets for all your classes, and having to wait for the dungeon to be available, not because you have .000001% chance of even getting something. If you have many different dungeons with long lock outs, you can do something different everyday, the content lasts long, and someone gets something everytime you go out.
Hi Okipuit,
Thank you for the reply and info that the Dev Team will be introducing alternate (*better*) methods for obtaining rewards. :)
That being said, like Signakan, can you confirm for us if we have any hopes of seeing better, less luck-based / mindless spamming systems *before* 2.0?
In addition, can you find out if the Random Number Generator / Low % Random Drops are going to be a mainstay (i.e., a big part) of 2.0? Or does the Dev Team understand that this type of system to force longevity is not desired by most, and thus, it might only be a MINOR aspect in 2.0's End Game?
This is a fundamental question / topic that many of your dedicated players are interested in knowing.
Thank you!
As I was reading the reply a few things hit me that might help with the need to redo content over and over.
* Add Weapons via Achievements.
After a certain set number of runs against any one Primal you'll earn an achievement that gives you a pick of any single weapon of your choosing. Example:
Defeat Ifrit 50 times. - Reward: 5 Inferno Totems
Defeat Ifrit 200 times. - Reward: 1 Inferno Blessing (Allows you to choose 1 Ifrit's weapon of your choice.)
Defeat King Moggle Mog 80 times. - Reward 5 Kupo Nut Charms
Defeat King Moggle Mog 300 times. - Reward: Moogle's Blessing (Allows you to choose 1 Moogle weapon of your choice.)
The number of times are just an example, but if there was a guarantee to get at least one weapon by the time you reach a certain kill count then there's something to look forward to.
* Special Items via Primal Achievements
Defeating the Primals any number of times could yield special items. Maybe a piece of headgear modeled after the primal. A helmet with a set of horns just like Ifrit's. A cap with Moogle ears and the ball. An actual feathered headdress resembling Garuda's plumage.
* Increased Drop Rates for Primals
Killing a Primal for a certain number of times will unlock a special drop rate modifier via the achievements which will increase the chances of obtaining something other than dark matter from a chest. It works only for that primal, and the more times you defeat it the better chances of a drop.
Alternatively there could be a special modifier added instead which slowly increases based on how many times you successfully defeat the primal. Any battle against that same primal resulting in your party's defeat will reset the drop rate to it's default value.
* Conditional Achievements
For those who consider themselves hardcore special conditional achievements could be added to existing Primal battles or dungeons. They exist for some areas already. For example...
- "Old School" - Defeat Ifrit Using Only Classes.
- "Pipin' Hot" - Defeat Ifrit In 15 Minutes.
- "Surviving the Lord of Inferno" - Defeat Ifrit Without Anyone Dying.
- "Cold Day in the Seven Hells" - Defeat Ifrit Wearing Only a Reindeer Suit.
Maybe special titles could be unlocked, or even items. The above is only an example.
* Double Your Odds
This idea I kind of like... Upon the defeat of a Primal you're given the option to accept the current chest rewards, or refuse. If you refuse it gives a bonus chance that the chest will have better drops, or odds of an additional drop upon opening the next time you win. This effect can be stacked up to 3 times before the chest is automatically opened and rewards are obtained.
The same could be done for dungeons, pass on the current rewarded loot from the chest or leave it and allow it to increase next run.
To be clear, this will remain a sticking point within the community until the method of "extremely low drop rates" is no longer in use (or is only in use for true "dream items", like Defending Ring from King Behemoth in FFXI - and the monsters that drop these dream items drop many other things as well, so you don't just end up with nothing most of the time), not just once it is supplemented by other methods (to give an example, if The Crystal Tower has lots of varied content and decent drop rate, it will still be upsetting if Ifrit, Moogle, darklight drops, etc. still have an extremely low drop rate).
Everything should have a decent drop rate - past, present, and future content, it should all be adjusted to reward skillful play, so the challenge is clearing the content, not in spamming the content for a lucky roll.
this is why pvp is important. you need something to do with all that time and gear, other than get more gear and revisit old content. it fills in the blanks and gives people goals, drive, and motivation. New content is great, but what's the point when it's just a 2 step process of a-getting new stuff b-helping others get new stuff. then you wait for more new content.
I agree with the OP on the problems, but I think (optimistically) the current mechanics are a stop-gap measure just to keep things rolling for now while they kick ass on 2.0
as far as lockouts go, it could be good or bad, in my last game we had 9 hour and 18 hour lockouts on most endgame Raids. It was great because people showed up, it sucked because when it was over, most of then would log out and burn the locks.
anyway, yeah, arena style pvp for something to do until 2.0 gets here pls ^^
CONTENT TYPE Ideas----
Weekly events for gatherers
1. Fishing contest: Who can catch the biggest fish. Silly prizes include things like fish slapping weapon.
2. Other gathering related content: The Great Gatherer Scavenger hunt...your quest collect all the items in this weeks pool first one back gets X prize. To be fair already gathered items will not count. They will only be items counted officially gathered while you hold the quest.
COUGH COUGH What happened to Parley?
We need some Player vs Player content. If not fighting against each other for now...there's lil games that can distract us. Card game? Chocobo racing? A healthy dose of competition of some kind is ALWAYS a nice addition to MMOs.
Random Map Dungeon
I don't want it to be every dungeon but one or two dungeons that never have the same map when entering.
Cough cough cough...I would like to point to a game...it was a VERY GOOD GAME. In fact it could have been one of best games ever...and I think it is actually on my top list of games...It's SE's in FACT...
THE LAST REMNANT...
Special books you can earn that increase drop rates.
Dungeons where you can get random strong enemies appearing...that don't always appear but when they do give you the opportunity to earn a rare item.
Dungeons where all treasures are random.
Dungeons where mini bosses drop a key which then can be used once you beat the dungeons main boss to grab a rare treasure. Since there are limited chest(s) at the end only those possessing a key can open the chest and your group may have to decide who gets to loot the chest if the run is successful.
Dungeons with locked doors and multiple victory paths and limited number of keys to use. The group must then decide which doors to open and may run out of keys and unable to finish a dungeon if keys are used poorly.
Some thoughts for you all to stew on.
lol I'm so looking forward to those threads :) we could get a head start on balancing things out by just plopping an arena right outside the doors of Ul'dah :D and I bet a ton of people would stick around to see that.
didn't mean to hijack the thread ^^ I'll go away now <3
They have already sort of addressed this in most recent patch...and when PvP comes out every class will probably have some skills that will go through that ability. I was pretty sure it's already been stated that PvP wasn't going to be available until AFTER 2.0 is released.
Totally totally agree here, these are my feelings. I am ONLY spamming these dungeons because its our ls event and if I loose a ls its SO hard to find a new one at this point. But I am OVER the darklight gear and could care less about getting any. In fact when I see someone running around in a full set of darklight I am not impressed, quite the opposite. All I can think is "Wow that person has absolutely no life"
I took a short break from the game and am on kind of a forced one atm (video card died so Im waiting on my new one). But really this 'content' is making me look at other mmo's. Im so hopeful cause I see alot of potential in this game and I really am hoping it becomes something wonderful. But right now its a pain to play. When I log in to do an event I just /sigh.
I like the idea of lock-outs with higher drop rates. I wouldnt mind logging in for events if I knew we could only run CC or AV once and its would take longer, be more challenging, and give a realistic drop rate. But knowing I have to log in to run a dungeon 8 times 3 times a week for events and then 8 times every time I log in, just cause.
I just hope they NEVER take a look at ffxi in its current state and think "wow trial of magians is a great idea" and implement that hot mess. I would immediately cancel my membership, no joke lol
I'm glad that the rep speak something about this thread after everyone repost this kind of topic for 1000 times.
For me, I'm a casual player, like other majority of players out there.
My experience for all end game content is fun because I was join that content if I got time. And we do like few hours max because I have to do something in my real life and I don't have much time to play it.
A couple day ago I join hamplet and we are lucky that some militia hat drop, and i was very lucky that I win /random so I got it :) its not really good piece but it's nice to have something new in my pocket.
I was run ifrit and mog with my friends sometime too, ( as alway, I joined for a few hours ) I don't get the item I want but im gladly keep it since its nice reward and it might useful in the future. ( and it is now, for materia and seal ) I'm happy with the drop rate cuz I don't see it abysmal because Im still got them.
For av and cc, I'm really hate it, not because the drop rate, but I hate it when my friend rage and blame for mistake to someone. I dont care that I'll get full set of dl armor or not but if it's not fun I don't want to join it.
Right now, most ppl who post in forum are players who spam event nonstop. And they see only for themself and don't think about the big picture or some other players that don't have time like them.
I don't want all event to wait for 1-3 day because dont have time like that. I'm happy with 15 min cool down so I can fight/enjoy with my small time window.
And Im happy with All the event in this current state.
Higher drop rate doesn't necessarily mean higher chance of getting items.. I know someone that took 1.5 yrs to get his thf hands in dyna...
Id like to know if this type of content(time-sink) and drop rate is the future of FFXIV? I'm Happy we got a dev response but it does not really answer any questions or give solutions to the current problem. It's great we will get a wide verity of content moving forward but if each content is gonna be a time-sink then whats the point? As i understood it, this game was aiming towards casual players but none of the current endgame can be considered casual. In Every producer letter we hear about how the game is changing so casual players can enjoy it but every patch a new time-sink is added so whats the deal? is this the future of FFXIV?
Nobody should really be complaining about 15 minute cooldowns to re-enter a dungeon. Unless you magically have every piece of DL or whatever from AV or CC you can finish one and port to the other to start it right away.
The real problem, that has been stated 100 times in this thread is HAVING to spam the dungeons at all. I see lots of decent ideas here on how to make changes.
My suggestion is to create a system that makes it easy to enter a specific dungeon once a day. For example farming the needed key items to let you in to said dungeon. On top of this (if a LS wanted to) you could hold multiple key items on different characters in your LS to be able to enter more than one time per day. Of course, this would mean drop rates would necessarily need to be raised OR loot sharing would need to be attached to these dungeons.
Well even if you have a alot of different content to do or not if the item you want comes from a primal battle or instanced raid you still will have to spam it to get that item unless you get lucky, i say ditch the totem like items and having to get 10 or whatever to get the item just give us points for every kill or clear in some sort of rating system like hamlet defence has then we can buy the item with those points. Either way super low drop rate on primals and instances raid is just annoying and needless.
I don't, because I know the reality.
Possession of such an item is zero indication of that player's ability (they may be great, they may suck, possession says nothing about them), all it can safely tell you is that they know 7 other people (or 11, or 17, or whatever numbers are needed for a particular encounter) that allowed that player to join them.
This is why I hate idealized builds. The community deems a certain set of gear and weapons is best suited for whatever activity and everybody strives for the same exact character. I personally prefer the choices because there is enjoyment in creating character builds that are unique and can solve a problem differently than what is established. So I am open to additional content at the same or higher drop rate.
If you can't seem to get an ifrit weapon, you'd have the choice of getting something else that has a higher drop rate. That's how I understand it at least.
Yes but remember those drop rates where horrid as well. You could easily run dyna 10 times and never see a thf hand drop (before the nerf). And to top it off they not only had time restrictions but also only 1 group could do it at a time so most the time you could only run it once a week tops cause as you waited for a group to exit someone would run by with a trade macro and claim the zone, which also attributed to those 1.5 yrs Im sure.
But dyna had more to it then race to the end as fast as you could to claim loot. You killed along the way for te, currency and relic gear, in the icelands you would get kills for weapons and so on. It was more than just 1 thing you finished as fast as possible so you could do it again and at least 1 person always got at least 1 thing they wanted/needed. This is why dyna was still completely relevant endgame up until they destroyed it. I cant see AV and CC being relevant much longer. So dyna in this scenario is a bad comparison imo.
DONT AGGRO THE DEATH HOUSE!!!!!!!!!
Dyna was twice a week, unless your shell didnt know how to coordinate with other shells on the server. 72 hour lock out and thats why ls' would make a schedule among themselves so no two shells tried to get in on the same time.. thats how we did it on Fenrir anyway.. When you have 30-40 people in one area, saying at least one person would get something is not very comforting vs 8 people in one area in xiv.
Everytime i've done ifrit or moogle at least one person has gotten something. Personally I dont understand the point. Most is going to change after 2.0.. let's say for example they did change the drop rates and loot randoms to not being random and eveyrbody walks away happy everytime.. so you do Ifrit and Moogle and Garuda and the dungeons and get all the drops you want. What are you going to do before 2.0 comes out?
In my opinion, having spammable "end game" as everybody seems to be calling it... right now.. is their only option since their destroying the world... why come out with giant arena's right off the bat? This game is constantly changing and evolving. I geuss I don't understand because to me, I have plenty of time to sit there and spam primals and dungeons and level until 2.0 comes out.. what else are we going to do in game? Why would the the developers waste time? We're not end game.. idk why everybody thinks or acts like this is going to be the highest level we get with no expansions and additional content? be patient young grasshoppers..
Well, we are not saying they should make it so anyone should get DL full sets or 7/7 on primal weapons in 1 week....
If they made ifrit and moogle tokens drop like garuda ones and increase the number needed to get 1 weapon, it would still take a lot to have 7/7.
Same goes with DL gear. Make DL pieces drop more often, but also make some token drop 100% when you beat the final boss. Ask, let's say, 20 of them for 1 DL piece, and maybe 30 for a body piece.... I am sure it would still take time to have complete sets for everyone.
Then you have Hamlet Defences (not sure how they work).
In short time we will have AF weapons too to get.... there's plenty of content to keep us busy even with higher (and fairer, I would say) drop rates/drop systems.
.... in the spare time one could craft, spiritbond to get materia to attach to their equip and much more :)
EDIT: of course if someone has already 21/21 primal weapons, and half DL sets completed.... the current system could be a decent time sink for him ^^
I have read a good majority of the responses and, while I completely agree with the OP, we have forgotten to mention one side effect of horrible drop rates combined with spammable dungeons: People look for the most optimal way to speed through the content that will give them the most amount of time to do it again and again. This means alienating the jobs used for runs down to a select few which in turn alienates your player base. I think we all see this on every server now. When this happens, it doesn't even make any difference what sort of new content you release, if it uses the same old mechanics, your going to get the same old results.
What I find funniest about this scenario though is, for the most part we can do all the "end-game" content as much as we want with no limits (minus Hamlet) and yet, in a system that allows for a crap load of player mistakes with little punishment (meaning if you wipe you gotta wait 3 days to try again) people are still total douches about pick up players. "Oh, you never ran CC before, you can't come." I find I have just as many problems in this game from the player base as I do from the mechanics the creators put in it. So if they change things for us like we have been asking them to forever, will we ourselves then change? or just find a new reason to bitch about something else?
Also, While I appreciate the dev response, the ussual "wait for 2.0" response has gotten to be almost insulting. You would figure this close to release we could finally get some hard core facts about something they have been telling us to wait on since 2010. I would say thankfully e3 is a week away but I have my reservations about how much new info we will get that week vs's how much info will just be them showing off the changes we have already seen. Fingers crossed as always though.
Easy fix: they could raise drop rates and just make darklight and all primal gear tradable for a company seals. Thats why ppl burn through DD and toto-rak still. It would keep CC, AV and all 3 primal fights alive for now, give us something to do and be a hell of alot more entertaining than spamming TTR 20 times for enough seals for one af weapon.
The only major drawback to this is that then they could do more with company seals and I already think they are getting to dependent on them.
He probably means 'like' but not exactly. Toto-rak it's possible to open up all the doors if you find all the keys, whereas what Agoven means is most definitely it being a literal impossibility to open up all the doors since there is a limited number of keys avaiable.
Well, i agree a lot with the bad drop rate we have now, as i said several times its a luck matter not a skill or talented play style that rewards us players, thats really lame, we need hard content but we need reward according to the challenge too,
right now i keep having a hard time trying to kill Garuda in the normal way, no BLM burn etc, i couldnt play much before they fixed it, well what if i had something a 100% totem drop every time i kill it, same applies to Ifrit and Moogle, those fights could be a lot more difficult than now,
just to make my point here, what if the plumes in ifrit fight had a random spot all the time not giving us known neutral areas? we all know where to stand to avoid them without moving, what if we had to kill adds like we do in Garuda's fight to avoid a wipe? What if the moogles had more powerful skills and more Hp than what they have now? At least i know those fights can be harder and the dungeons could involve more riddles and secondary routes, so why not give us a reward according to the challenge, we cant give a sure kill to Garuda in every try, if all the fights were like that you could assume all the things a ppl did to have certain gear,
i read that AF weapons are going to be hard to get because all the items you need, but please dont make those based on luck, is better saying: ok if you kill the boss of the hamlet incapacitating all his parts....you can have 1 drop per time in the loot list, so if you have 8 ppls, well maybe in 8 runs if your group is skillful you can get all the drops needed, and we need 3 hamlets, thats 24 runs for the 3 seals and assuming you are extremely good to do 8 perfect runs in a row, i think thats enough for 1 weapon and besides you have a lockout of 50 hours in every hamlet so that makes it more difficult to get a weapon, so we all know that is going to take time to get 1 weapon imagine 7/7 if they dont add any new class, lot of time.
Someone mentioned it was actually 9 you need not 3 which would be a boring a** 72 runs PER weapon for each member if its a 100% drop. Idk if its true or not since when I saw 25k seals for 1 weapon all i could think was lol f-you too se. If getting seals wasnt such a damn pita 25k would be fine but last thing I wanna do is grind out DD or totorak 20 times per weapons on top of the rest.
SE really needs to be more creative in the way they give us the really sweet gear cause whoever their think tank is for stuff like this needs to be replaced. Even a series of unique, fun and interesting/difficult quests would be superior to spamming the same dungeons 20 times minimum.
Think CoP but with a weapon of choice at the end instead of a ring, or continue the job quests, even if there are 50 of em, if the story is good and it keeps you involved/challenged why not. If they wanna go the good gear route, things like A Crystaline Prophecy would be a good solution if they dont wanna change entry times/drop rates. Content like this is fun and exciting and beats the hell outta running the same dungeon 300 times.
Content like collecting all these seals, spamming the same dungeons and what not day in and day out is not fun gaming to me, and it sounds like its not fun to alot of ppl.
This in no way answers our concerns. New content with different reward systems in no way fixes the broken RNG system we are struggling under now. Nor does this comment promise a fix to the current content. "We understand that the topic of drop rates and needing to challenge specific content repeatedly is a major discussion within the community." That doesn't say you're going to do anything about it or even that you care. If I'm honest I'd have to say that this response is perhaps more disappointing than no response at all.
Every MMO should have a long term goal, remember the relic weapons in XI, just a few had em, those were upgradable and best weapons out there, but those were hard to get, right now we dont have too many ways to get the seals and items so everything becomes spam fest, so yeah they need to look at that first, CoP was a good way to get good items, maybe they can take that as base and do something really original in XIV, i feel that AF gear was easy to get doing just a couple of quest and for AF weapons or relics there should be something more challenging, so what im saying is that getting a good ring after all those quest was good enough but wasnt enough for having the best weapon in the game.
Instead of saying this just fix it now. The drops rates out right blows yet I dont see the devs fixing it now like they should. Personally and I am sure others feel the same way too, I refuse to do any more content that has drop rates this low. Seriously it is now boring to even do CC and AV. I have done the primals, I have done hamlets and I will not be going thru the same BS drop rates anymore period. There are other ways for players to earn rewards, 1 very good example is a point system, they have 1 in FFXI, and you basicly earn said points by doing different things and when you have enough you can buy whatever it is you want. Fix the drop rates now not at 2.0, not sure if any1 has noticed but the parties for AV, CC and hamlets have dopped to a few because of the drop rates, not to mention how boring doing the same damn dungeon or whatever is so boring cause it never changes, and lets not forget the primal fight. The primals, the dungeons as well as the hamlets is all scripted BS, its always the same nothing different.