Hi guys. I kill t10,t11 ago 7 -8 weeks, t12 5-6 weeks,all weeks kill, but never drop for me, never!!nothing for me, i am blm.
Why does this happen ??
Sorry for my bad english.
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Hi guys. I kill t10,t11 ago 7 -8 weeks, t12 5-6 weeks,all weeks kill, but never drop for me, never!!nothing for me, i am blm.
Why does this happen ??
Sorry for my bad english.
Because SE has brought in famous and successful trolls from all countries of the world to design their RNG system.
its because moron dev thinks luck > skill all the way even on coil. thats why^^ heavensward is hopefully fixing that tough. for some reason many asian devs seem to be RNG addicted maybe they have a habit on gambleing there idk. running coil and clearing the hardest content on endgame and not getting something to show for it is bad game design. simply true bad design. players cannot "fix" bad luck with rng if there is a weekly lock. its either rng and endless runs allowed like tower or weekly lock and NO rng involved. together it makes raiding sad.
The rng in my raid is go usually for bard and ninja, we don´t have ninja. SE need work in this or players like i; go to leave the game, not is normal and not is fun.
Like my 6 hours of NONSTOP almost insta-queue WD runs I did today? Bard and ninja loot every boss for 6 hours straight many times we didn't even have a bard or ninja. Yeah I'm feeling quite pissed off today as well. This loot has a weekly lockout anyways so it's not like I can grind this loot nonstop anyways so why does the RNG have to suck so bad?
So if you and your group had gotten all your gear already would you still be running it, and paying monthly?
Seems to be working as intended....
RNG arent on our side either last past farming we seeing mostly healing tanking gear. Not to bad equip the tanks and healer but ye rng is lovely.
There needs to be some RNG in drops otherwise you gear up so fast and be done in like a month stop playing and be bored. I don't really mind rng in getting raid gear its part of the fun when you get your drop.
/shrug We only got 1 tank gloves and we've been killing t11 since it got released. Oh no tank pants, at all. Dont need them now anyway, melded my accessories around that.
Hopefully Yoshi goes on his word and they implement a token system or something.
Never seen the Slaying ring from t11 either :( Or MNK belt from t10.
Just posting to increase my random number generator posts.
When my Second Coil static started two weeks before 2.3, and up until the lockout was lifted in 2.4, as a caster I saw a total of FIVE unique pieces of High Allagan Casting gear, none of which were ANY of the accessories. I only got 4 of them. On the other hand, I was sitting on at least 7 pieces of High Allagan Healing gear, including the coat, because it was my secondary. To this day I still do not own any High Allagan Casting accessories (partly because I no longer need them), and I have still only seen the earrings drop once and the ring twice.
All I can say is, RNG is RNG.
Forgot to add, we've seen the aiming earring practically every week for last couple of months.:S
We get more accessories than left side drops. except that *censored* SLAYING RING! :P
I've been clearing FCOB since the first week and i'm still at 3 drops while everyone else is pretty much decked out. The RNG is shit.
My group just keep getting healer and caster drops, last week slaying neck finally drop but i derp and it hit the floor.
Had 4 unique caster drops last week. If I recall they were Choker, Boots, Chest, and Belt. Only 1 NIN loot so far...
I've gotten quite annoyed with the RNG on the coil fights as well. I had my i130 weapon for weeks before I got my first non-token drop, and T13 has just been giving us weapons for classes we don't have. Hell, when we first started T13 my gear was bad enough that I was getting 1-shot by unavoidable damage.
I do like some RNG in the loot system as ultimately the carboncoat/carbontwine are incredibly boring items to go after. I hope with 3.0 they move to a token system similar to WoW's token system. In WoW, there were multiple tokens for each item slot, and each class was tied to a specific token. That way there could be 8+ classes, but only 3 different tokens. It still had some of the excitement of not knowing what your going to get, but certainly reigned in the randomness a lot.
POETICS is the token system and you can completely gear up in it before the next major patch and completely upgrade it before the next raid tier. But you want Coil gear on a token system too? Too many token systems! RNG is a part of MMOs but I see people complaining about every part of it: Atma, melding, infusing, desynthing, dungeon drops, Coil drops, etc. I mean I guess if that many people hate RNG, maybe SE SHOULD just abolish it completely. For me, RNG and MMOs go hand in hand and I'm excited when I get my drop. I really don't want this game to turn into "log in, farm my tokens, log off."
i120 gear is good enough to progress in Final Coil and when Final Coil is off lockout, you can farm it as much as you want. Maybe you won't have all BiS by 3.0 (heaven forbid) but you can easily get all i130 by then which is plenty good enough for anything.
I hope the system stays almost exactly like it is but maybe a loot lockout system like the CT raids would be better (still just as much RNG but guaranteed weekly loot). People on the cutting edge would gear up a lot faster but you could run with more than 7 other people which would be nice.
You don't see a problem with someone going three months in coil and getting 1/5th the drops everyone else has? You argue that token gear is there, and yes it is. However, a significant portion of that gear is trash. I'm not trying to build my character with trash.
I think people are more or less getting tired of the same MMO designs. I mean look at how the patience of people have been dwindling and negativity is brewing because of RNG. Like the people who are grinding relics in low level dungeons getting snippy towards noobs who want exp. RNG is becoming an 'outdated' concept that to many gamers who are just looking for something that feels more rewarding than a slot machine for our time investments.
I think people understand that being allowed to have things right away is bad game design and many gamers would love to feel like they worked to get what they have instead of having it handed to them but there's a thing as "too much losing to a RNG gamble". Like here I am on my 10th WD run without seeing a single monk item drop for me I mean these are like 40-50 minute runs for a dungeon where I can only get one item per week anyways. There's no challenge to it just watch youtube while you're mashing some buttons and win at this point. I have other things I could be doing in this game but I spend it here playing with RNG gambling.
The issue with RNG lies in the fact that no matter how much effort you invest or time, there is no guarantee of a payout at all. I've heard horror stories of people with 30-50 WD runs and couldn't even get what they needed before the weekly limit reset.
WD at least allows me to run it effortlessly through duty finder. The FCoB doesn't give you that benefit. So these people gotta form statics with SKILLED players and eff with lockouts and limited chests based on if a player has beat it before. Their complaints are warranted. People want to be rewarded for time investment. Not have a "chance" to be rewarded". Every time you clear a dungeon and don't receive anything, you have lost time that you can never get back in your life. As you keep gambling with RNG and losing you gotta ask yourself if the time investment really worth it anymore? Is the payout ever going to happen? I really want MMOs to move towards new designs. New ways to reward players for time investment rather than random chances of a reward that may never ever happen. While the old RNG saying goes, "You will eventually get it if you keep trying." However I counter with, "How long is too long?"
I have played that game its just a different type of rng and it can be worse, I remember there was like head, body, hands, legs, shoulder tokens. They split the groups up like, (paladin priest warlock), (warrior, hunter, shaman) (mage, druid, rogue, dk). We did this zone firelands it was, half of our group was on the paladin, priest, warlock token 5 people, we raided about 14 weeks before got tired of it and just stopped till the next raid came out, we saw 2 paladin/priest/warlock tokens the entire time. We had our druid who had tier gear for all 3 specs, but our 3 paladins, priest and warlock basically had nothing because they only got 2 drops.
I am so glad FFXIV doesn't use this system, it just has a much greater chance to make it so you don't get your drops. Its not just your class that is effect but everything else that is on the same token as you. RNG keeps favoring the same people every week its no different then FFXIV.
I felt bad for my friend though. Only 1 mnk loot dropped during the period of, I dunno, since the final coil came out. If counting accessory, it would be the 2 total items that monk could use dropped. However, we got like 4 drg's chest armor pieces now, and plenty of other copy pieces from nin, drg, and caster.
Talk about rng...
RNG is RNG...
Example T10 chest 1... 10 pieces can drop meaning 10% each.
17 weeks since Final Coil, unless I miscounted.
Probability of any specific piece from that chest dropping so far, that haven't dropped already, is: 0.83 (1-pow(0.9,17))
Not 1.0... Not even 0.99...
Better start praying to RNGesus if you want your piece ;)
RNG is King. Yesterday instapop in progress for WoD, killed last boss, and got my tank drop. 5 minutes. ru ru ruuuuuu.....
been farming t10-11 since november, t12 since mid-end november, havent seen a single NIN loot so far. (And only 1 aiming bracers for our brd).
I've been clearing T12 since the second week after the patch went live and I have yet to see a Dreadwyrm Shield. It baffles me when you get the same combination of drops over and over. I hope they come up with a better loot system (or a token system) for Alexander. Ah, yeah, we got 1 pair of the Dreadwyrm pants of fending, but these were looted by the OT...
16+ kills of t10: no bard piece at all, LOT of tank (5), healer (4) and ninja (4) feet. Feel like a damn Cinderella.
12+ kills of t11: no healer's pants
8+ kills t12: no shield at all
Only 1 kill of t13 so just no double drops for now XD
Really, very bad design loot XD On SCOB even after reset I've never get tank head (seen 2), waist and hands and body (NEVER SEEN).
Earrings - bracelet - ring DEX.
Brd pants from t12
Books and moar books from t13.
Our tanks are full 130 but the shield in t12 is not dropped.
Tank - bard - heal boots for everyone.
I do like having some randomness to drops because not knowing what your getting does make opening the chests at the end of a fight a bit more exciting. The multiple class per token just significantly reduces the odds of going a long time without getting anything. If they did that in this game I would like to see the tokens broken down as Tank/Healer/Ranged/Melee, which cuts it down from Tank/Healer/Caster/Monk/Bard/Ninja/Dragoon and in a standard group, gives everyone the same amount of competition and chances of getting something - 1/4 where there are almost guaranteed 2 people in the group who can use it vs 1/7 where depending on party comp, nobody may be able to use it is still a huge improvement over what we have.
derp................
Suggesting a token system and a vendor that will exchange said tokens for all available loot. Can be done with multiple different tokens exchanged for their respective loot.
Lets face it, majority of coil raiders are organized and some will have dkp systems in place that never get used due to the absurd nature of the loot RNG.
That's racist.
4 weeks of clearing T13 (will be another one on Sunday when we raid)... 3 WHM canes.
I main BLM and haven't gotten anything from T10-12 for the 12th week in a row this week :/
sorry guys. but anyone who does not clearly see the flaws of the current system is beyond help.
and argueing like people would gear to fast blablabla is total bullshit right there. reason : the devs can SET the speed at which you finish gear even with a token system. you could still need about 4 months to fully gear they just have to do the damn math. thats it.
also with 3.0 beeing shorter than 2.0 was making people get gear faster IS a good thing. not a bad one. people wont quit the game because there is like 1 month without a new raid. they will still stick and wait if they know something new comes within a month or 2.
people here seem to think that a token system means everyone on a static has full gear within 8 weeks. bullshit guys. that would only be the case if the devs dont know how a good token system works. i have seen good systems on many mmos and they still required you to raid for 6 months or more. so that arguement is just plain silly. its a math question.
most players will prefer working towards a SET GOAL. not working towards another roll of the dice which cannot be controlled. the later just leads to plain frustration for many players and THIS is way more likely to make em quit a game. the simple formula for itemization on ANY mmo that wants to be successful is ALWAYS this one :
EFFORT = REWARD
it should NEVER be RNGLUCK = REWARD. the later is the reason games like aion or tera failed so hard. because they use the later instead of the former while the former would have made em a big success.
22 healer drops, 5 caster drops (2 out of 5 are repeats) since we started final coil. Seems like a great system to me.
I've been doing 2nd Coil. I don't need more accuracy right now. Plus I'm not using food. Also I can get crafted accessories if I'm so inclined. I don't see your point. It just looks to me like you're criticizing my gear as a sort of ad hominem. Obviously people who are getting final coil drops are beating final coil turns LOL so therefore they did not NEED the gear to beat it. I'm not arguing that better stats don't make things easier. Uh DUH!
3 weeks in a row where we've had no main class upgrades from T13. All we see is dragoon crap and no dragoon. 5 of us are missing our weapons and all we get is a cycling of repeat weapon drops.