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  1. #111
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Volcano View Post
    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.
    What system you could only do once a day and never see any drops at all for months? I played FFXI for quite awhile (11 years) and pretty much every event dropped something - Now was it something you wanted/needed? That's a different story.
    (0)

  2. #112
    Player
    Memoe's Avatar
    Join Date
    Dec 2011
    Location
    Ul'dah
    Posts
    101
    Character
    Rex Aetherpaw
    World
    Ragnarok
    Main Class
    Arcanist Lv 60
    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.
    (0)

  3. #113
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    The funny part..? People begged and pleaded for a token system for 2.0.
    (0)

  4. #114
    Player
    Aleksandr's Avatar
    Join Date
    Feb 2012
    Posts
    140
    Character
    Syaoran Nailo
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by CatholicFan View Post
    This nonchalant attitude seems to be very prevalent in many of the complaints. There is an underlying assumption here that SE could add more hard content if they wanted to, but for some unknown reason, they're holding back. This is a very bad attitude and completely fails to understand the software development cycle involved in creating new content (for anything, not just MMO's). The scope of work involved in adding a single instance to a game is likely immense, and there's a reason it takes months and months to add on to a game through patches, not even considering people working on future expansions. Design, artwork, programming, testing, integration, balance, more testing, etc. The number of people and man-hours involved are considerable, and all of that has to be weighed against budgetary constraints .
    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.
    (1)

  5. #115
    Player
    Volcano's Avatar
    Join Date
    Sep 2013
    Posts
    386
    Character
    Infernia Heart
    World
    Famfrit
    Main Class
    Conjurer Lv 87
    Quote Originally Posted by Tupsi View Post
    What system you could only do once a day and never see any drops at all for months? I played FFXI for quite awhile (11 years) and pretty much every event dropped something - Now was it something you wanted/needed? That's a different story.
    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.
    (0)

  6. #116
    Player
    arctic's Avatar
    Join Date
    Dec 2012
    Posts
    167
    Character
    Excel Kobayashi
    World
    Excalibur
    Main Class
    Dancer Lv 90
    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.
    (1)
    Glory to Mankind

  7. #117
    Player
    ArcheustheWise's Avatar
    Join Date
    Oct 2011
    Posts
    290
    Character
    Kazek Natasch
    World
    Mateus
    Main Class
    Monk Lv 80
    Quote Originally Posted by HeiZei View Post
    This is the dumbest mindset possible. Your logic concludes that I want to run the same content for 8 months instead of 2 because I'm not getting the gear I want. Instead of artificial barriers such as withholding gear from the players, how about just add more hard content. But of course, you are a level 16 scrub and have no idea what you are even talking about.
    Because level realllly matters lol... you know hes right though? as soon as it would be tokens you'd bitch about there being some cap or that you cleared it so fast lol.
    (0)

  8. #118
    Player
    Doctor-'s Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    206
    Character
    The Doctor
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    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.
    (1)

  9. #119
    Player
    KittenJitsu's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    115
    Character
    Risue Daito
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Starlord View Post
    Translation: I'm right and your opinion doesn't matter at all, so don't respond to me. Gotcha having a different opinion than you makes us trolls. Fancy.
    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?
    (0)
    Last edited by KittenJitsu; 10-30-2013 at 03:14 AM.

  10. #120
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Laryndra View Post
    As an avid crafter I debunk this garbage. 90% is 90% and always has been for me and everyone else. You tend to notice the failures more than the successes.
    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.
    (2)

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