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.

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.
The funny part..? People begged and pleaded for a token system for 2.0.
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.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 .
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.
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.
Glory to Mankind
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.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.

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.

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?
Last edited by KittenJitsu; 10-30-2013 at 03:14 AM.



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.
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