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  1. #31
    Player
    Ultear_Milkovich's Avatar
    Join Date
    Mar 2014
    Location
    Limsa Lominsa.
    Posts
    451
    Character
    Pandora Heinstein
    World
    Moogle
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Shneibel View Post
    MOST of thing in this game is RNG, hell if SE want, they can even add RNG when you consume food too. 20% food poison when you use food which cause negative effect and 10% chance your food drop on the ground and loss it when you eat and here we have little Charlie who loss 7/10 of his food when he try to eat it and after success there is 20% chance to have HQ effect . That is how the RNG in this game work and ppl say they are fine with that !? SERIOUSLY !?

    editing...more rant
    Except that this post is not about your "RNG on food project".

    its about RNG on cosmetic gear. Gear which has no utility at all outside of being a goal for people who want to grind old figths for it.

    Your example doesnt make sense.

    I think RNG is cool. People grind useless fights for useless glamor stuff then whine about RNG on the forums - this is the only downside i see on this RNG sytem.
    (0)

  2. #32
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Vanity is a big part of the game even more so then getting the highest ilvl gear. Why do you think people farm pony mounts over and over. Those mounts don't run any faster then a chocobo. It is often harder to get vanity gear then the highest ilvl gear.
    (4)

  3. #33
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    I like a mix of both RNG and Non-RNG drops. To be honest, always having a "Goal line" to look at is boring to me. I like randomness sometimes (within reason) because if done right it just enhances the reward/happiness I feel when getting it. I mean, this doesn't apply to much when the loot in this game is little more than a grey blob to me... I mean, yay i upgraded from 120 to 130, here, have 3 more main stat/off stat! woo, I'm a greyer more blobier grey blob... excitement... fun... imagination..

    But besides that point. I agree it would be nice if there was some kind of cap on how unlucky you can get. I mean, some of the horror stories when it comes to the Gaius and Terra cards are just inexcusable. I have not done the Mount grind myself, but of all the HM/EX fights i've done I've only ever laid eyes on one mount, I forget which one I think it was ifrit...
    (1)

  4. #34
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I think RNG adds a nice element of mystery and surprise but I'd love to see or at least know about a deeper safety net system, there is /nothing/ fun (imo) about knowing that it is "possible" to never be successful getting an item while the dungeon itself you've mastered and people around you, even awful people lol, are getting it.

    Perhaps they could make it a cute system too :P - Kupo nuts you can exchange for adventurer's "lost" packages, back alley mognet dealings with a Moguta moogle. A complex system would be fine with me, say Kupo nuts scented a certain way (tier of dungeon) allows you choices from pools of said tier scent or a simple system based on rarity of the item and slight modifier per difficulty to complete content item is found from. But all items would be offset so that this is not your primary means to obtain most gear just a reliable ceiling cost ( a nice safety net when RNGeus gives you the finger).

    Of course you could just track failures to obtain and offset your rolls and drop's with that knowledge and it would be a more behind the scenes and seamless system (that's good). Though I imagine it would take a bit more data as people would want every item to be tracked; otherwise, the system would/could be called out for failing its own purpose.
    (0)
    Last edited by Shougun; 03-29-2015 at 06:05 AM.

  5. #35
    Player
    Reokudo's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    427
    Character
    Ryu Gier
    World
    Balmung
    Main Class
    Lancer Lv 50
    I can see your frustration is mostly with Odin. Do a PF and lock a piece of gear for yourself, and lock one to each party member. You'll get a shot at it. I got my Odin glamour after 2 days.
    (0)

  6. #36
    Player
    Its_Elodie's Avatar
    Join Date
    Oct 2014
    Posts
    206
    Character
    Final Heaven
    World
    Lamia
    Main Class
    Summoner Lv 90
    My problem with the RNG on the useless glamor is that its a LOT of the alt content when you've done all of the ex primals and post game content. I'm in a static and working on getting everyone caught up in T9 so we can do FCOB and Alexander. While we are still getting people caught up and are geared out in poetics for our mains and working on our alts, what else is there to do besides crafting/gathering, the gold saucer, beast tribes (if you haven't finished all of those already) and the vanity fluff? In between raid night nights I log on to talk to fc people yeah, but what's to make us stick around long after we've finished most of the content? Oh yeah! Endless weeks of primal farms for fc pony drops, weeks of tt card farming for ridiculous tt card drops on the old hildibrand battles and unfair npc's. I want to come back and say I've accomplished something in between SCOB/FCOB. I play the game for more than just gear. I like the collectibles and I love TT, but this game makes it difficult to enjoy either because of the 1 to 5% gating behind it, if that. I suppose in time the ponies thing will die down for us, but TT is infuriating because I just fail to see the reason behind heavily gating card drops behind dumb rng in old content and poorly programmed npc's.

    When I log in at an attempt at having fun and moving on in side content like TT and it blocks me for weeks on end, asides from my static, it makes me want to not log because it just feels like I'm wasting my time waiting for the stars to align so I can keep building my TT deck. This is fluff that I thought SE wanted everyone to be able to enjoy. It's not hurting anyone and it gives us something to do on the side while we wait in long ques sometimes. But me running Dragons Neck 100+ times for a drop while someone gets it first run really doesn't make me want to log in more often than I have to. It's more discouraging than anything. Why can't the RNG be smart and graduated so we can all eventually reach our goals at some point and not a select few?
    (5)

  7. #37
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    I agree with the others that are saying RNG makes the game more exciting. I find the current tome system incredibly boring. Knowing exactly how many runs you need to do something until you get your reward really offers no kind of motivation. And when you do get it, you are pretty much done.

    People think that RNG isn't fair, well you are correct but why does it have to be fair? These items aren't aren't a right so you really aren't entitled to any kind of fairness in the game. Fairness it games are boring and are always far more fun and rewarding when the odds are against you, and that includes drop rate odds. I have always found getting that 5% drop on my 10th or so time to be far more thrilling then finishing my 10th run only to know that I have to do exactly another 10 more to get my reward.

    With that said, I can still see the value in a token system that is designed to alleviate some very bad luck. But this would be designed to do exactly that, not be the primary source of how users are getting items. It would really only need to be there to help people that go beyond the statistical odds, say like over 100 runs for a 1% drop rate or to deal with particularly deep loot tables like that in the Coils.
    (1)
    Last edited by Ladon; 03-29-2015 at 06:30 AM.

  8. #38
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Zumi View Post
    I think the RNG is fine it keeps people playing the game. Maxing out on gear in 1 week wouldn't be do fun because then have nothing to look forward to do.
    So you think many other MMOGs where you CAN get max in 1 week or even faster can not survive?
    They already proven you wrong!

    When we are saying we do not like the current RNG it does not mean we will not have any RNG at all...
    Well, if thats the only way you can defend RNG it will be an easy fight!

    The key is to balance it with a net to catch those very unlucky players with no luck.

    Quote Originally Posted by Ladon View Post
    With that said, I can still see the value in a token system that is designed to alleviate some very bad luck. But this would be designed to do exactly that, not be the primary source of how users are getting items. It would really only need to be there to help people that go beyond the statistical odds, say like over 100 runs for a 1% drop rate or to deal with particularly deep loot tables like that in the Coils.
    Lets take Garuda 1.x
    It was one of the most liked fights... wonder why?
    You have 8 Weapons, first one you can roll on everything, but the more weapons you had it became harder to get a new one...
    Thats exactly where the tokens helped a lot. Even when you had 100% token drop it did not mean to hand over all weapons.
    You had a goal of (if i remember right) 80 wins to get all weapons, so the worst was to win 80 times and buy ALL with tokens, but sometimes with luck you could win the roll and did not need the whole 80 runs...
    Win-Win, no losers and all had fun! We were even able to HELP our Friends with no lockouts...
    (4)
    Last edited by Yukiko; 03-29-2015 at 06:35 AM.
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  9. #39
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by dejavutwo View Post
    The problem extends into coil, especially with the weapon drops. After my groups first kill (dragoon spear) it took a month before we got another weapon anyone could use on their main class (3 more spears, and a summoner book). A month is a depressingly long time to go without getting any useable weapons. That's also not to mention the stuff from T10 that my group has still not seen drop.

    Raiding takes a lot of work for organizing, prepping, learning, and executing the fights and to continuously be snubbed by RNG just sucks.
    My group is cursed, and has been since 2.0 first coil. 60% of our drops are dragoon. Every. Single. Raid. We've gotten at very least, three dragoon drops. Guess what we got for our first t13 kill? Dragoon pants. Everyone laughed and cried, because we knew it would happen.

    No one in our group likes or plays dragoon.

    It's so beyond frustrating at this point.
    (4)

  10. #40
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Yukiko View Post
    Lets take Garuda 1.x
    It was one of the most liked fights... wonder why?
    You have 8 Weapons, first one you can roll on everything, but the more weapons you had it became harder to get a new one...
    Thats exactly where the tokens helped a lot. Even when you had 100% token drop it did not mean to hand over all weapons.
    You had a goal of (if i remember right) 80 wins to get all weapons, so the worst was to win 80 times and buy ALL with tokens, but sometimes with luck you could win the roll and did not need the whole 80 runs...
    Win-Win, no losers and all had fun! We were even able to HELP our Friends with no lockouts...
    Yup, and this is why the current systems are so frustrating because the 1.0 primal drop systems, while not perfect, were far, far better than the three other systems (tomes, coil, CTs) we currently have. The current systems are so bad that they actually have to go out of their way and change the rules every few patches. The current state just blows my mind.

    They could have easily taken the 1.0 primal system and plugged it into all three 2.0 systems and it would have worked great and would have not had to be changed every few patches.
    (1)
    Last edited by Ladon; 03-29-2015 at 06:44 AM.

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