TL;DR
They should do a Destiny Raid loot system.....Everyone gets their own stuff may not be what you want but its something. I stopped raiding cause of the crappy loot system, Months without a drop from a raid sucks.
TL;DR
They should do a Destiny Raid loot system.....Everyone gets their own stuff may not be what you want but its something. I stopped raiding cause of the crappy loot system, Months without a drop from a raid sucks.
They did this in 1.0 and there was 0 drama. We would either get a random primal weapon or grade 5 dark matter(They could use something else now, I'm sure), and once in a while a token (you'd need like 15 to turn in for weapon of your choice)
Why they changed it...I'll never know.
Agreed.They did this in 1.0 and there was 0 drama. We would either get a random primal weapon or grade 5 dark matter(They could use something else now, I'm sure), and once in a while a token (you'd need like 15 to turn in for weapon of your choice)
Why they changed it...I'll never know.
And Yoshi P even improved the first version of that system, later on, when it was a 100% guaranteed Token, which made it even more palatable and friendly for LS / Friends to go in repeatedly for chances for the drops / farming.
Flex lets you take 10-30 people into a raid, and the boss health/damage and loot drops will scale accordingly.
A boss with 10 mil health that hits for 10k per hit and drops 2 items with 10 people, for example, might have 25 million health, hit for 12k, and drop 4 items with 20 people.
It also allows for a group of 12 people, who'd get 2 drops 100% and a third drop 40% of the time.
Most end game content in FFXI was much easier than Coil though. If you took a full alliance of 18, even fights that dropped extremely good gear (Proto-Omega in Limbus, for example) would let you bring 6+ people who'd never seen the fight before, provide explanation/direction on the fly, and clear with ease.
Most groups would be hard pressed to do that with even one person in Final Coil.
Thanks for the info Ibi.Flex lets you take 10-30 people into a raid, and the boss health/damage and loot drops will scale accordingly.
A boss with 10 mil health that hits for 10k per hit and drops 2 items with 10 people, for example, might have 25 million health, hit for 12k, and drop 4 items with 20 people.
It also allows for a group of 12 people, who'd get 2 drops 100% and a third drop 40% of the time.
Most end game content in FFXI was much easier than Coil though. If you took a full alliance of 18, even fights that dropped extremely good gear (Proto-Omega in Limbus, for example) would let you bring 6+ people who'd never seen the fight before, provide explanation/direction on the fly, and clear with ease.
Most groups would be hard pressed to do that with even one person in Final Coil.![]()
It sounds like a good system to have, no?
Re: Final Fantasy XI (early days), I think the aspect that appeals to me the most is the ability for more than just "1 static" (fixed # of 8 people) to participate in most of their end game content (Level 75 era).
Just in principal, obviously a large-scale raid like Dynamis (64 players) was the ultimate flexiblity (you could go with fewer), but it was great to raid with multiple objectives (like taking on Dynamis Lord / clearing the Raid; Rare Currency; Cool Gear; go after Side Path NMs ("Sub Bosses") for your Attestations for your Relic, etc.
Or you could drop and invite players as needed in fixed fights (like for Sky, Sea, or when Kings were up (Nidhogg, etc.)).
It was the ability to participate with your LS / Guild and other Friends and get participation with a group of players outside of a dogmatic fixed "8 People Only!" mentality.
Were you around for 1.xx? Everyone and their mother complained about the loot system in 1.xx. No one enjoyed spamming primals/Aurum Vale/Cutter's Cry all day and night for no Darklight or weapons to drop. It is still one of the worst systems made and Yoshi-P at the time had to go out of his way to justify it. What is even more funny is they did add a token system to primals in 1.xx, except that itself was a very rare drop, just as rare as the weapons itself and only one person would get it in that run. You had to collect 10 of them to get a weapon of your choice.They did this in 1.0 and there was 0 drama. We would either get a random primal weapon or grade 5 dark matter(They could use something else now, I'm sure), and once in a while a token (you'd need like 15 to turn in for weapon of your choice)
Why they changed it...I'll never know.
Why they changed it? Yea, it is a great mystery. >_>
That being said, with how many jobs we will have in the upcoming years, the loot system is going to become chaotic if developers do not create a proper token system to counteract this. Thankfully they already confirmed one was in development for the expansion. How they will screw it up? We will just have to see.
This lockout issue stems in large part from the general overall lack of content in Xiv in the first place.
I do very little endgame content because of this 8 man static situation, I do not like pugs, hate DF, and find that PF often isn't much better.
I would love to play with folks I have known for 10yrs+ but they simply cant help the stragglers in the FC after they have been locked out.
I know people from our old Xi days who dealt with tragic drop rates there who complain about them here as well, but I know these people and that's not the actual issue.
It is the lack of options concerning content that wears them down, rotating the same content over and over just to see gear always drop they do not need, this reminds them of those tragic drop percentages from Xi.
The 8 man restrictions "with" lockouts suck, I could get on board with more/alternate content, as well as a token system which would at least let them know there is a light at the end of the tunnel.
Why SE has decided to diminish Guild style play and social environment is beyond me, we're still a tight bunch because we've known each other for so long, however our social interaction beyond 8 man combat cells is limited these days to chewing the fat on the mansion lawn.
One of these static tanks and also our FC leader is my son, whom I never get to battle with because he's "locked out".
Last edited by Lamentations; 03-05-2015 at 04:58 PM.
They can help you clear the coil even if they are locked out you just get less chests. Now then you have to convince people to go back and help you but if they are willing they can go in since SE changed it awhile ago.This lockout issue stems in large part from the general overall lack of content in Xiv in the first place.
I do very little endgame content because of this 8 man static situation, I do not like pugs, hate DF, and find that PF often isn't much better.
I would love to play with folks I have known for 10yrs+ but they simply cant help the stragglers in the FC after they have been locked out.
I know people from our old Xi days who dealt with tragic drop rates there who complain about them here as well, but I know these people and that's not the actual issue.
It is the lack of options concerning content that wears them down, rotating the same content over and over just to see gear always drop they do not need, this reminds them of those tragic drop percentages from Xi.
The 8 man restrictions "with" lockouts suck, I could get on board with more/alternate content, as well as a token system which would at least let them know there is a light at the end of the tunnel.
Why SE has decided to diminish Guild style play and social environment is beyond me, we're still a tight bunch because we've known each other for so long, however our social interaction beyond 8 man combat cells is limited these days to chewing the fat on the mansion lawn.
One of these static tanks and also our FC leader is my son, whom I never get to battle with because he's "locked out".
I gravitated away from Coil, that was my decision, I agree with what your saying here, I just think the token system is a sound suggestion as well.
A handful of us got ran through turns 1-4 with over geared vets so those turns just got rolled, we then got dropped off at the end of turn 4 and were told "have fun with turn 5" lol.
I cant blame them for this, they bashed their heads on it for too long, and finally cleared.
It's just the way of things I guess.^^
This is true to help out people once, for a clear. But on a consistent basis? It's not a feasible system as is.
No FC / LS / group of Friends (beyond 8) would want to attempt "farming" / clearing content on a weekly basis with the current system: You either get 1 or 0 Chests / Rewards running it a 2nd time in the week, in trying to help the 9th and beyond members.
I really hope there is a better system in 3.0.
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