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  1. #11
    Player

    Join Date
    Aug 2011
    Posts
    90
    I think it's kind of nice not having every little thing handed to me and other people after just a few try's..

    Like it was said above why call it rare if everyone and there brother has the item. It might take the fun out of the game for you and others but I would also say that just as many people that hate it enjoy it.
    (1)
    [url=http://www.fodey.com/generators/animated/ninjatext.asp]

  2. #12
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Asaide from the people not reading any of the posts I don't think anyone giving critique to the drop rates and the system of it is seeing the situation as black and white.

    to make my point easier to read for those who apparently want to see it in a very simplified way I'll (annoyingly) bold the keywords:

    "Though these numbers aren't actual, he characterizes the system like this: the first time you kill a monster, you have a 16% chance of getting the item. The second 32%, third 48%, and this progresses to 100%. But he warns "it also got rid of all of the good streaks and we had to raise the base drop percentage higher." 
-Christian Nutt gamasutra article.
    Why in this day and age are there still completely random drops to begin with?
    By design this makes the player feel like he's not making any progress by grinding.

    Let the op know after each kill with a bar or a number that his chances of obtaining the said item is approaching 100%

    Another way to do it is just to give a lot higher chances of drops but split the loot into parts like in monster hunter.
    I apologize for not being able to explain it better but I'll just throw a "English is not my native language"-card to avoid extreme flaming. (wishful thinking)

    Anyway have to stop writing at work!! I have games to do =)
    (1)

  3. #13
    Player

    Join Date
    Sep 2011
    Posts
    430
    It should stay rare, but farming for five hours without a single drop is excessive.
    (5)

  4. #14
    Player
    Skuld's Avatar
    Join Date
    Jul 2011
    Posts
    61
    Character
    Skuld Veil
    World
    Ragnarok
    Main Class
    Archer Lv 50
    Quote Originally Posted by Blarp View Post
    It should stay rare, but farming for five hours without a single drop is excessive.
    Have u guys ever played FFXI?? 5h are nothing ._.
    In ffxi killed Mysticmaker Profblix more than 50 times for the Moldavite, but in the other hand got 3 Macha's Cuffs for the Morrigan's hands the same night.
    Here got my Penance after 47 times (I counted them -_-)

    Rare items MUST be hard to obtain, what's the point if not?
    (3)
    Think fast, Live slow

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,987
    1/1 on moldavite and even better, 1/1 on KC

    Drop rate problem anyone?

    (on the other side 3 years of dynamis, never got AFv2-1 body ;

    And yeah rare items must have low drop rate.
    (1)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
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  6. #16
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    93
    Yall just unlucky. it's all apart of the game if the drop was 100% like someone said we would all have everything in the game and quickly be bored and stop playing.
    The longer it takes me to get a item the better I feel when I get the said Item. and when I get the said item it feels good when you know not everyone on the server has that item.
    There is games out there that you can play that give you everything almost everything handed to ya and everyone has the same shit every patch. is that what you want?......
    (1)
    <a href="http://www.ffxivorigin.com/tools/signature/"><img src="http://sigs.enjin.com/sig-ffxiv/33226_e492ed927ed5e48d.png"></a>

  7. #17
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Seif View Post
    Why in this day and age are there still completely random drops to begin with?
    By design this makes the player feel like he's not making any progress by grinding.

    Let the op know after each kill with a bar or a number that his chances of obtaining the said item is approaching 100%

    Another way to do it is just to give a lot higher chances of drops but split the loot into parts like in monster hunter.
    You need 4 Lagisaurus horns to craft one weapon. One drops almost every time the party focuses their attacks on it and players grind the same fight but with a sense of purpose.


    This random crap is an MMO relic to keep people in an imaginary treadmill that's likely not going anywhere. You can make us grind just us much by actually making us feel like we're approaching our goals by being more honest in game design.

    Rolling the dice after successfully overcoming a challenge is just undermining all the skill the player just showcased by killing the mob. This is 2011. Act accordingly!
    Can you write a letter to the casino owners in Las Vegas? I hate the random crap there, too. I mean it's 2011, isn't it? Just give everyone after the 20. try the jackpot ^^
    (2)
    Last edited by Felis; 11-17-2011 at 10:12 PM.

  8. #18
    Player
    SmokeyTheSequel's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    217
    Character
    Smokey Asura
    World
    Cactuar
    Main Class
    Fisher Lv 90
    This is something that is not new to me. There was things in FFXI that I did for 7 years and still never got. Its the satisfaction of finally getting it when you do, or unlucky when you do not. Its just how it is. Like it, love it, or leave it.
    (2)

  9. #19
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Seif View Post
    Asaide from the people not reading any of the posts I don't think anyone giving critique to the drop rates and the system of it is seeing the situation as black and white.
    What escape people's minds all the time is that there is a balance in place, and if you decide to change the system structure, you also need to take into account that the balance is not lost.

    In your example, there are in reality two different methods to obtain the desired drop. You can either get the drop by getting lucky, or you will obtain 'points' or whatever that in the end unlock the desired reward.

    With two methods, you actually have double the chance to obtain any given item as opposed to only having one method available to you. The balance is therefore lost. That's why the percentages need to be adjusted accordingly.

    So as an example, if you have a drop rate of 10% that means for every 10 kills, one item is generated to the game. But if you also implement a system in which you are also guaranteed to obtain the drop after 10 kills, you essentially double the amount of items generated to the game. To balance this fact, the drop rate needs to be halved while the amount of kills to obtain the drop will need to be doubled.

    In essence, the drop rate becomes 5% and you will need 20 kills in total to get what you want for the system to be balanced (similar amount of items being generated to the game).

    Then it comes down to whatever your preferences are. With a 10% drop rate the chance of getting the loot is quite high, you can just as easily go <1/10 as you could go 1/20. Each time might be The One.

    With a 5% drop rate the chances of each time being The One is halved, plus additionally you are forced to grind the instance 20 times to be guaranteed to get what you need. Honestly speaking, personally I don't like this tradeoff. It escalates further when the content is stretched out. 5% drop rate becomes 2,5% with 40 kills required to be guaranteed to obtain the item.

    Personally I would much rather take 10% drop rate vs. 5% with guaranteed rewards after 20 times of grinding. It's easy to think that "I am always unlucky" but in reality in the long run these things even out. Sometimes it might take 25 tries, the next time you go 1/1. At the end of the day everyone has good streaks and bad streaks, unless you win in the lottery. 99,99999% of us won't.

    It doesn't even end there, but I've said enough for now.
    (0)
    Last edited by Betelgeuzah; 11-17-2011 at 10:23 PM.

  10. #20
    Player
    Geesus's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,122
    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I agree with those flaming the OP and others defending. I don't think it should be 100% either but the "luck" factor is also "unbalanced". If a system for each player was somehow developed that allowed balance with attempts made by the player or players, I don't believe there would be a continued frustration. I'm not going to QQ about this as I too have had the frustration of camping a mob for days to finally either get the drop OR just give up.

    Again, I'm all about balance but when certain players or LSs are farming a mob and getting drop after drop after drop and others either get it/don't/or spend hours/days doing it, there IS an inherent issue.
    (2)

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