This makes loot common. I'm sorry but with the lack of varied gear, nothing is truly rare. People should have to work hard for loot. Making loot easily accessible devalue earning it.
This makes loot common. I'm sorry but with the lack of varied gear, nothing is truly rare. People should have to work hard for loot. Making loot easily accessible devalue earning it.
"Those with a deep well of patience will get these items, those without, well they will stay without."
Sorry but RNG is not good game design or balance and certanly not rewarding patience. It's a way to keep people getting just that one more hit at trying it(aka player/sub retention).
And yes I agreed from the start that atma drop rates should have been adjusted OR that there should have been some progression towards getting in to even out the RNG.
The RNG drops are akin to dig a random hole somewhere and hope you struck something valuable. Also this is not a drop the token instantly. This is drop a token for those people that have in so and so many runs not gotten a SINGLE drop(yes that happens)(this would replace ONE of the drops in the fight by a token after so and so tries of not getting it). Would it change the balance in any way? No not really. Infact I would argue the token dropped should be specific to those people that can need it so in the end if there are 3 people that have yet to see a drop then those 3 can roll on it. It changes nothing balance wise. Just gives a person a bone to keep going(aka player/sub retention).
And such people are the ones that will leave because not getting a reward for something you are farming is not enjoyable. Especially if you see everyone else around you getting their drops(you wouldn't believe how demoralizing it gets when all your friends already got their atmas 1 month before you manage to get more than 5 for the same or even MORE effort).
"I don't want to play a game where everyone has the same items."
Face it you already are. The builds are mostly cookie cutter with maybe 2 paths depending if you prioritize one secondary over another. The rest is just sugar coating on top.
Please make up your mind. Do you want people to "work hard" and "earn" the loot, or do you want them to have enough luck? RNG does not reward effort, it rewards only luck. Did a person who cleared something once and get their drop put in more hard work and effort than a person who cleared it 10 or 20 times and got nothing?
No, they do not. If you're unlucky enough, RNG will screw you over repeatedly, and it has the potential to keep doing so indefinitely, as there is no safeguard installed.
And screw the other people who put in hard work and effort out of their loot?
Personally, I support a token system similar to what the OP suggested. Considering the multiclassing in this game, there is enough loot people can be interested in to keep running content after gearing their main class. Especially with systems like Allagan Oil and Sand.
Only runs without any drop should yield a token; if you don't walk away entirely empty-handed, no token that run.
Last edited by Riepah; 12-03-2014 at 11:46 PM.
Luck? I never spoke of luck as a deciding factor. Luck this, luck that, luck is bullshit, quit holding onto an imaginary feel-good. Before you tell me to "MAKE UP MY MIND" do me a favor and reread my arguments. There is no reason for me to make up my mind as I NEVER ADVOCATED LUCK IN ANY WAY SHAPE OR FORM! /facepalmPlease make up your mind. Do you want people to "work hard" and "earn" the loot, or do you want them to have enough luck? RNG does not reward effort, it rewards only luck. Did a person who cleared something once and get their drop put in more hard work and effort than a person who cleared it 10 or 20 times and got nothing?
No, they do not. If you're unlucky enough, RNG will screw you over repeatedly, and it has the potential to keep doing so indefinitely, as there is no safeguard installed.
And screw the other people who put in hard work and effort out of their loot?
Personally, I support a token system similar to what the OP suggested. Considering the multiclassing in this game, there is enough loot people can be interested in to keep running content after gearing their main class. Especially with systems like Allagan Oil and Sand.
Only runs without any drop should yield a token; if you don't walk away entirely empty-handed, no token that run.
I pay for this game and I say NO FREE ITEMS. How hard is that to understand? You want to throw a wrecking ball at loot all because you cannot get an item in the End Coil? Well, wait for the weekly lockouts to be removed. Patience, it's a virtue, XD.
Last edited by IsaacDamodred; 12-04-2014 at 03:01 AM.
Some people may never see a piece of loot for their character at all, not just one item. I can't vouch for anyone like this, but like someone mentioned before there is no safeguard against such a thing happening.Luck? I never spoke of luck as a deciding factor. Luck this, luck that, luck is bullshit, quit holding onto an imaginary feel-good. Before you tell me to "MAKE UP MY MIND" do me a favor and reread my arguments. There is no reason for me to make up my mind as I NEVER ADVOCATED LUCK IN ANY WAY SHAPE OR FORM! /facepalm
I pay for this game and I say NO FREE ITEMS. How hard is that to understand? You want to throw a wrecking ball at loot all because you cannot get an item in the End Coil? Well, wait for the weekly lockouts to be removed. Patience, it's a virtue, XD.
"It's not luck damn it, it's random chance!"Luck? I never spoke of luck as a deciding factor. Luck this, luck that, luck is bullshit, quit holding onto an imaginary feel-good. Before you tell me to "MAKE UP MY MIND" do me a favor and reread my arguments. There is no reason for me to make up my mind as I NEVER ADVOCATED LUCK IN ANY WAY SHAPE OR FORM! /facepalm
I pay for this game and I say NO FREE ITEMS. How hard is that to understand? You want to throw a wrecking ball at loot all because you cannot get an item in the End Coil? Well, wait for the weekly lockouts to be removed. Patience, it's a virtue, XD.
That's your entire, pedantic argument summed up in one sentence.
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