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  1. #1
    Player
    ZaaZaa's Avatar
    Join Date
    Sep 2013
    Posts
    86
    Character
    Seika Tsu
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Quote Originally Posted by BlaiseArath View Post
    Will something like 4 have a limit? or will it basically be "hey, John Gooden is the group favorite, everyone pass until the item he want comes from the chest". Or is it just a one time reroll on the item?
    I would not actually mind if people agree and keep passing until the say item drops. Could be fun to strategically plan drops in the static. Somone would leave, the replacement would have to wait his turn to get his say item... Just like the old dynamis in FF11 or many other games. The players would gain points when they show up in the event and then higuest pts would get the item, etc.

    BUT, realistically, we could go for coffer resetting 2 extra times, so 3 in total.
    (0)

  2. #2
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by ZaaZaa View Post
    I would not actually mind if people agree and keep passing until the say item drops. Could be fun to strategically plan drops in the static. Somone would leave, the replacement would have to wait his turn to get his say item... Just like the old dynamis in FF11 or many other games. The players would gain points when they show up in the event and then higuest pts would get the item, etc.

    BUT, realistically, we could go for coffer resetting 2 extra times, so 3 in total.
    I think 2 would be a solid reasoning. The way I see it, Coil is on a weekly lockout, having a chance for a reroll on an item thats entirely useless to your group would, at least in my eyes, not be overly terrible... but I can also see people being pushed into passing so the "senior" members can get what they want first.. or like in XI having a job priority system (which, fuck that)... where its "Oh, we need MNK and DRG items first, they're most important because of the DPS check, so everyone pass until one of those items shows up because WHM and PLD dont need it as much" or something to that extent... if you played XI you understand the "Job priority" system on armor and how much it can go to hell. This kind of system, while I admit offers some positives I can get behind, just opens up such a huge can of worms and frankly I don't want that "FFXIV is a Job!" or grinding/unfun job feel to it like XI had in some parts of endgame. It forces people to play the jobs they don't like, or get screwed out of drops until the golden boys are geared up for (X) reasons, depending on who is the company favorite... so on... so forth.

    These problems, Job Priority, etc, Existed in XI only because multiple jobs were on the same piece of armor. in XIV, this problem is solved by sets being job specific (or close to it)... but adding a means to reroll would just open this kind of bias back up, because now it would be possibly, albeit a different method, to prioritize what drops they aim for and who to give them too. This might not be bad for some people, they might like the idea of being able to specifically gear up their DPS first to meet DPS checks on the next turn... it has its positives and I don't deny that.

    On a much more personal note, I reeeeeeeeeeeee-heeeeeaaaaallllllllyyyyyyyyy loathe the idea of an Time/Show up honor-"point" systems like in XI... It made everything feel more like a job, "well I gotta show up or I wont be paid!", which is fine in real life, but in a game it just creates undue stress and time tables to follow. Sure it had its positives for some groups, but it also had a slew of negatives. Who would want to join a FCoB static where they were basically screwed out of lotting until so many weeks in, especially in a weekly lock-out event? Desperate or bads, which is what was in 90% of Dynamis linkshells back in XI lol.

    Again, I don't think your ideas are bad, I just personally dislike what they would mean for XIV endgame.

    Perhaps I simply feel this way because I know how I felt in XI as a THF, i was pretty much last priority for any drops... and frankly, screw that noise again, i'd quit on the spot ._.
    (2)
    Last edited by BlaiseArath; 01-13-2015 at 05:12 AM.

  3. #3
    Player
    ZaaZaa's Avatar
    Join Date
    Sep 2013
    Posts
    86
    Character
    Seika Tsu
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Well said Blaise, very well said.
    (1)

  4. #4
    Player
    Best-MNK-NA's Avatar
    Join Date
    Aug 2014
    Posts
    52
    Character
    Meat Chiefkabob
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    The current system is total garbage and I won't be playing in 3.0 if they don't change it. Literally any option would be better than what we have now.

    At this point (10 clears of t10 with over half the drops being duplicates including 6 healer boots and similarly bad luck on the other turns) I'm inclined to want a system that just drops two tokens that can each be traded in for a piece of gear from that turn, but I think that's not the best system from a game design standpoint. At the very least it should be tokens like a "gloves token" "chest token" etc. that can be exchanged for a gear of that slot from that boss.

    I think the best system, though, would be the current loot system + re-rolls if everyone passes (up to two re-rolls per boss) + a token that you get if you exit the instance without getting a piece of loot. Turn in X tokens (5-10) for a guaranteed drop from that boss.

    As long as there is still the excitement of random drops backed by the guarantee that everyone will get what they need eventually, I'll be happy.
    (3)