I wonder how many threads we will have to make about this until the devs find another roundabout way of addressing the issue that doesn't actually fix anything.
I wonder how many threads we will have to make about this until the devs find another roundabout way of addressing the issue that doesn't actually fix anything.
Killed Moogle over a dozen times. Got a Mogaxe on my 3rd kill... then a Mogaxe again 10+ kills later, which was then converted into a Kupo Nut Charm upon me leaving. With how the NM key items work it's hard to kill the moogle more then 4 times a night w/o getting exhausted from boredom. Plus there is the added fact unless I'm getting a moogle weapon it'll be like 15-20 weeks before I have enough Kupo Nut Charms to purchase an item.
tl;dr - The loot system is still crap.
I'm sorry but I disagree, I feel these items should be hard to acquire. I haven't gotten any of my items yet, but I still don't want them to be easy to get, they should be something hard to come by, not something that you can get in a matter of a few fights.
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I think you'll feel differently when your friend with the level 1 class gets a weapon for said class on their first win, and 30 fights later you still don't have a weapon for your main class. I think that's what people are most upset about.
Wait, the dup weapon turned into a nut? That is a good thing I would think anyway. But yes, the loot system is still crapKilled Moogle over a dozen times. Got a Mogaxe on my 3rd kill... then a Mogaxe again 10+ kills later, which was then converted into a Kupo Nut Charm upon me leaving. With how the NM key items work it's hard to kill the moogle more then 4 times a night w/o getting exhausted from boredom. Plus there is the added fact unless I'm getting a moogle weapon it'll be like 15-20 weeks before I have enough Kupo Nut Charms to purchase an item.
tl;dr - The loot system is still crap.
It is still different from FFXI. In FFXI, while the drop rates were incredibly low, whenever it dropped, you could at least pass it to the other person. Not making the weapon passable while having a dirt low drop rate is really pushing us to the ground and then kicking us.
The system for turning items in really needs to be adjusted. Fighting Moogle 20 times itself is a lot of work and deserve at least one weapon out of it. With how often kupo nuts don't drop, and most people like to keep the nut that dropped to them, it would take a lot of work. I have beaten Moogle about six times now, and I got the nut at 1/5. So if this is how it is, then if I beat Moogle about 100+ times, I should get enough nuts to get the weapon I want.
While I may get the weapon I want during that time, the item system feels worthless basically.
Every Ifrit/Moogle fight yields at least two nuts. Make friends.
FFXI has the infamous BCNMs. 1 pop item per run, very rarely did you get what you wanted. It's exactly the same thing.It is still different from FFXI. In FFXI, while the drop rates were incredibly low, whenever it dropped, you could at least pass it to the other person. Not making the weapon passable while having a dirt low drop rate is really pushing us to the ground and then kicking us.
The system for turning items in really needs to be adjusted. Fighting Moogle 20 times itself is a lot of work and deserve at least one weapon out of it. With how often kupo nuts don't drop, and most people like to keep the nut that dropped to them, it would take a lot of work. I have beaten Moogle about six times now, and I got the nut at 1/5. So if this is how it is, then if I beat Moogle about 100+ times, I should get enough nuts to get the weapon I want.
While I may get the weapon I want during that time, the item system feels worthless basically.
Last edited by Answa; 12-22-2011 at 07:07 AM.
Come back when you've spent hundreds of hours winning and we'll talk.
This is once again incorrect and you would know this if you had defeated Ifrit more than once after the patch.
If I remember correctly, most things from BCNM's were able to be traded.
Damascus Ingot, Peacock Charm, and so on.
Besides totem, you can get a full drop sometimes if you have the inferno lamp.When I first heard about the Inferno Totems being introduced I was very excited, as I'm sure many were.
I was curious how many of them would be needed for a weapon. After fighting Ifrit at least 250 times in pick-up groups, I was 1/36 on the weapons. In my mind, 10 totems would be fair per weapon. Even if every attempt was successful, you'd need roughly 15 hours to accumulate enough of them for 1 weapon. Sounds fair, right?
So 1.20 hits us and I talk to Rowena and discover that 10 actually is the set amount, yay! Perfect SE, you finally fixed it. Then I go to fight Ifrit...
I've beaten Ifrit 13 times since the patch, and so far I have recieved 1 totem.
Why are you doing this to us SE? At this rate it would take the average successful player somewhere around 200 hours to obtain 1 weapon using this method. I love your game but that amount of time is just wrong, and anyone who thinks that is a sane amount of time to spend achieving a virtual item really needs to reevaluate his or her current life situation.
I apologize for not citing any sources for my calculations, if anyone feels like correcting or corroboration my numbers I would welcome it.
tl;dr: Inferno Totems should have an individual 100% drop rate, please be humane SE.
Though, not being able to give the weapon to someone if you have it already via drop list is ridiculous.
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