Play Guild Wars 2 for about 3 months, then re-access the situation you see here. You'll grow an appreciation for FFXIV.
Play Guild Wars 2 for about 3 months, then re-access the situation you see here. You'll grow an appreciation for FFXIV.
RNG is an artificial way to extend the lifespan of content. Though I'm not a huge fan of excessive RNG, I understand why it's there - so people can't wrap up content in less than a week and then unsubscribe. The only RNG I truely despised was the weekly lockout in coil, having just 1 shot at a gear drop for 7 days was really sad. Pretty much every MMO has RNG elements, heck, even offline RPGs do. And it was much, much worse 10 years ago, like the RNG hell Ragnarok Online unleashed with drop rates of 0.01% for Boss cards and an extremely high chance (99.x%) of breaking your gear when upgrading to +10. FFXIV is fine.
Don't get me wrong, guys - I'm aware that a lot of other games use the RNG to artificially pad out content and some have been very horribly handled, and FF14 is small potatoes compared to them. It's just a small rant from a newbie player who's just a bit tired of having steel ingots broken down or spat out as NQ despite one's best efforts - among other things. As I mentioned earlier, patience is not a particular virtue of mine despite my attempted to correct it, and the rant was just purging it from my system. I wasn't trying to sound particularly whiny or spoiled - just annoyed and irritated. I'm sorry you've had to deal with my complaining, and I highly doubt it'll be my last. But I know it can be much, much worse.
Oh crafting is by no means the worst of the RNG game. Over-melding is the worst.
45% success rate and 7 fails in a row?
24% success rate and over 20 fails in a row?
I've had both.
Over-melding is the biggest pain in this game. Especially when your progression absolutely requires over-melding. You either suck it up and keep counting your fails while having absolutely no way to help the chance, or you give up on progressing any further on crafting (and gathering, for that matter).
Thank the Twelve this problem is getting addressed with token gear for crafters and gatherers in Heavensward.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Stay the course. MMOs do require a bit of patience, but believe me, aside from WoW, you are in good hands with this game. I'm following in your footsteps on this, so i'm sure ill feel the same at some point. The thing that drives me though, is that there are people who have done, are still doing it, and are still enjoying it, so the pay-off is there.
Agreed. I might be ranting, but I don't have any plans on quitting any time soon.Stay the course. MMOs do require a bit of patience, but believe me, aside from WoW, you are in good hands with this game. I'm following in your footsteps on this, so i'm sure ill feel the same at some point. The thing that drives me though, is that there are people who have done, are still doing it, and are still enjoying it, so the pay-off is there.
I... just need to regrow my hair a bit first. >.>
It's not as bad as it can get, but the RNG needs to be made smarter somehow. It took me a whole 170+ runs for a Zodiac weapon, while I know people who got theirs in 3 runs tops for each item. I'm also currently at around 60 farm runs (+the weekly lockout runs prior to 2,55) of T10 and have yet to see the Bard Sash. Meanwhile I have a full Dreadwyrm set for my second class, Ninja lol. I can't comment too much about crafting or gathers since I don't do it, but the Pentameld rates seem absurd.
You've only been playing for 1-2 months and you're already at nexus and wod and you're already complaining about rng. From my point of view, the game has already helped you through most of the major rngs. Any more the game will not have any content to warrant any new players to pay for monthly sub outside of the free month they get from account purchase. Put the new upcoming HW content through the same consumability as the game's current state and most of us would be done with the game after 1 week of alex normal open.
One solution is making the Dungeon item rates progressive; on consecutive runs, your chances to get the next item should increase by x percentage until you get your next item, which would drop the rate back to its current 1/9 chance.
For the raid drops I think there should be a token system in addition to the loot chests. Get a token at the end of the run, and need an y amount of them to pick a specific from the loot table. It would make running for specific gear a lot better. I think there's been rumours about HS having some kind of a token system along with the normal drops, but they's just rumours until it gets verified.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.