For the love of all that is Yoshi, why are the drop rates for TT card drops murder? Is anyone else angry they have to defeat the same npc 40 times or more for a single drop?
It's maddening.
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For the love of all that is Yoshi, why are the drop rates for TT card drops murder? Is anyone else angry they have to defeat the same npc 40 times or more for a single drop?
It's maddening.
The NPCs aren't that bad once you try farming specific dungeons for specific cards.
Yeah, it's kinda annoying. I farmed Indolent Imperial for 6 days, no Gaius card. Gave up. Doing Praetorium once a day for 3 days. Still nada.
Hmm, I guess TT is just like all real card games: Killing time.
Play TT when queuing up dungeons and eventually it drops.
I clear my mind first before playing TT, that make me feel better lol.
I know what you mean, im doing right now stormblood and the droprates are more than horrible. Maybe im understanding something wrong a game should be fun but this is an absolute moodkiller. Doing about 1h right now the same npc and not a single drop.
they're not going anywhere tho that's the thing. just gotta keep at it till it drops.
It's why I don't really play Triple Triad, and I loved it in ff8, even starting the game a few times over when I missed a card or two, to get that complete collection.
Earning things is fine, but no game can remain fun when you have to play the same match up to several hundred times per card. They lost track of fun and sadly ruined a great mini-game because of a focus on how to make it last as content and drag out the grind.
I'd be happier to see more realistic drop rates with caps before it drops. Heck, I'd even take 2% chance for 4 star and 1% for 5 star with a guaranteed cap at 50 and 100 games respectively, but a potential 600 games on a bad luck streak is beyond discouraging. Life is too short for a virtual card you'll never use.
Another thing is having to complete long, pointless sidequest chains just to be able to even challenge some of the NPCs. Getting my Heavensward Y'shtola card was a pain last week since there were very few unique NPCs left to play. That, combined with low drop rate... ugh
40? I see you've been lucky so far then. I've been trying to get Hien for a while now and I'm going a little bit crazy.
Jk, I don't actually mind that much, since TT as far as I'm concerned is just something to occupy time with when I'm waiting for something else, like a queue, or like those 15 minutes till the next GATE spawns when I'm not gonna be doing much of anything anyway.
That said, even though I don't mind that much, I also would not mind if the drop rates were juuuuuuust a tad higher. :P
Spacing out time doesn't make it any better. The droprate is still considerably bad. At least they removed the time requirement but it's still pretty trash to get all the cards, raid ones being the biggest offender. The fact that you can have people roll on cards they already have is just broken. You can't do that with minions, why triple triad cards? For the 500 MGP? This game has so many odd design choices that it's more than "1.0 spaghetti" it's just utter incompetence and lack of testing at this point.
Yes please increase the drop rates just a smidge and change cards and the non faded orchestrion rolls to how the minions are now for 24man. If not a drop rate increase then maybe an actual card trade. So if our friend got a card they already have and don't want the mgp they could give you it instead. It's a collectible card game and yet you can't do the one thing you can do in real life which is trade cards with your friends.
To be honest, I'd probably hate drop rates less if there was either:
A. No way for NPCs to continue dropping cards that you've already gotten from them instead of newer cards that you don't have.
B. Some kind of win count you needed in order to get a card. (5 wins for a one star card, 10 wins for a two star card, 25 for a three star card, 40 for a four star card, 50 for a five star card)
C. Some kind of currency exchange akin to mount totems.
I got 16 copies of Good King Moogle Mog XII before Master Mogzin dropped Kal Myhk and Hraesvelgr.
They could like increase the drop rate the more consecutive wins you get on a npc or something but alas... need that sub money.
Why would anyone stay subbed just for the sake of getting a particular TT card then unsub? There's no point in having it if you're not using it since it can't be traded and therefore has no value as an investment.
Keeping drop rates rare leaves room for player growth within the content. People get bored if they become all powerful nearly instantly and a MMO can't afford to have infinite growth potential since that leave players starting the game later at a severe disadvantage compared to players who have been playing since the day of release.
Its almost like SE wants to increase the longevity of the game :rolleyes:
We have threads with people saying that they have nothing to do because content is too short and doesn't fill enough of their time, and then we have threads and comments like this saying that SE is greedy for making grinds to pad the lifespan of the games content. Its an MMO, grind is to be expected.
To the OP: If SE increased the drop rate then it would be much easier to fill your collection, and then you would have nothing left to do, which would lead to the above problem.
Oh for god sakes, just fix those droprates SE, this is insane and hardly any fun.
Play the same npc 500 times, then repeat with 50 more NPC's isn't increasing the longevity of the game, it's dissuading people from content. I was a triple triad addict in ff8 but I wouldn't even think of collecting seriously in ff14. Life is too short. You can't increase the lifespan of a game by dragging out side content indefinitely. There's a limit before players just say "nope".
If the droprates were realistic, let's say 4% for a 4 star and 1-2% for a 5 star with a stacking bad luck prevention in place after an excess of games, instead of the crazy flat 0.2-0.5% on some npc's, then you'd still need many, many hours to fill your collection (especially since some cards are dungeon/alliance drops), but far more players would be encouraged to give it a go, thus actually increasing longevity.
Hmmm I think it's more of a RNG and luck. I never have gone over 30 battles to win cards (rare ones ). Dungeons normally get them right away unless I've been out bid. Raids take longer which is understandable. The packs however do need an adjustment. -.- to minimum one rare every 10 packs guaranteed. it hurts.
You technically can't get them all because they keep on adding more cards. Heck they put cards as HoH drops that at least the one I got was about the fan monsters you can fight inside HoH. Sure, I guess someone could have them all but, then all they would have to do is just up keep. I'm not sure how increasing drop rates would keep a new person from wanting to collect. Nor how playing against a person with all the cards would do so.
I just want to be able to compete with the stronger NPCs on even terms. They either have several 5 star and 4 star cards, or you get dicked over by something like chaos, which takes basically all strategy out. Can't plan if you don't know what you can play.
Spent 4hrs with Rowena the other night trying to get the cards from her.
I feel drop rates for most NPCs are fine because you can do 1-2 games/min and every NPC has specific cards that have exploitable weaknesses. Many of the post ARR NPCs are coded in a way to exploit corner players and so opening with a center play can really increase your win percentage depending on your cards and theirs. With a center play you can guide the NPC into blunders. But that's not a perfect answer, but I do think it is a good and reliable strategy.
The only real pain is playing against chaos as quite simply you can get into impossible to win conditions. That said, I do think 4 NPCs have drop rates so low I had to win an exorbitant amount to get their cards.
Hab (755W/72D/112L) for Hildbrand card
Isobe (518W/162D/87L) for Hisui card
Hall Overseer (317W/88D/42L) for Magiteck Colussus card
Midnight Dew (107W/5D/12L) for Matoya
These 4 NPCs in particular took quite a long time to get and its in my opinion that no card should take 300+ of consistent winning play and not acquire the card they're looking for. I'm of the opinion of not increasing drop rates because quite frankly they are perfectly fun as I enjoy the game. However, for those who are weary of playing triad frequently, perhaps an alternate solution is to apply a mercy rule that after 100 wins you acquire a guaranteed card weighted either heavily on the highest star card or guaranteeing that card.
Triad NPCs are frankly too easy to beat and there are too few.
(The duty cards though c9upd be buffed though. 78 runs of menagerie and no drop. RIP me)
I've spent probably dozens of hours playing TT and had every card as of 3.3 (sadly missing some now). There have been times where I've felt the droprate was unfair but I think mostly I have been lucky and usually I can get all cards within 100 wins. Only a few times have I had to do more than that. A lot of it was also before they removed the Random rule and still had time windows on NPCs so it was even worse, but I never really had a problem with it since I like playing Triple Triad and the matches are quick. I have more of an issue with cards that drop from duties, especially ones which are hard to get groups for. Not many people want to run Floors 31+ of Heaven on High these days and that's the only way to get the Hiruko card, which has a pretty terrible drop rate considering you're lucky to get even 10 gold sacks in a full run (which takes hours). There's 3 cards in Pagos which will be borderline impossible to get after Stormblood is over unless they completely revamp Eureka to make it soloable, and it's already nearly impossible to get the Happy Bunny card since no one wants to run those FATEs as they give no exp. Even stuff like dungeon drop cards have given me grief before, taking upwards of 30 runs for some dungeons (which is a lot when considering queue and clear times).
This kind of stuff drives me nuts, I'd much rather have cards on 1-2% drop rates where I can try dozens of times per hour and as much as I want, than have cards locked away inside dead content.