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  1. #1
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    (0)

  2. #2
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    That sounds nice in theory: "The people who contributed most will get most rewards".
    But how would you judge fairly? Your performance is dependent on 7 other people and this is not just true for healers. Someone ran you over with a nice little nope marker? Say goodbye to loot because you died. Not your fault but you still died. Party doesn't mitigate properly and you're left to healbotting? Looks like less loot for you because you contributed less dps.
    People not aligning their burst/ raid buffs and you get half the rDPS you could get? Tough luck, less loot it is. Someone stood at the wrong position and you adjusted so you don't wipe and dropped dps? Yup, less loot. You sacrificed yourself so the run can continue? Less loot. Tank positions the boss poorly and melees lose a lot of uptime/ positionals? Better luck next time.
    All it would do is encourage selfish gameplay because now everyone is out for more loot and playing selfish and griefing others is the easiest way. Whatever tool you implement it can never judge performance fairly because it can't see things like someone adjusting to prevent a wipe. Even if it counts casts for mitigation skills or taking unavoidable damage, unless you know the circumstances you can't judge it fairly and it's easy to manipulate to your favor.
    (18)

  3. #3
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,587
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    No, and a thousand times no. Whilst I can understand your grief, this is not a solution. Doing better heavily relies on your resources; what gear you have, what melds you have, what lost actions you have, what essence you have, the composition of your party, and in some cases, the competence of those in your party, reigning true especially for support classes.

    Besides, all you do with this solution is punishing players who are newer to the specific encounter than anything. Not to mention it opens up a whole reason for people to grief those in the party that are competent. I can do it in Choctober. I can do it in Castrum, I can do it in Delubrum, as you can with practically every other encounter. Just get over it, honestly.
    (10)
    Last edited by Kaurhz; 03-17-2021 at 10:50 PM.

  4. #4
    Player
    Ralph2449's Avatar
    Join Date
    Feb 2021
    Posts
    221
    Character
    Iris Nakiri
    World
    Omega
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Cabalabob View Post
    That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    That would never work and it is as flawed as people who obsess over parsing and thus unironically make starts that focus on having the highest uptime rather than doing the encounter well, that kind of system would push people to just focus on dps at the expense of everything else and everyone else, in addition many mechanics dont target everyone equally which does affect the """performance""" of those people who might have played perfect and lets not even talk about those mechanics that can kill you because someone else didnt manage to move to the right place in time.

    The loot system is fine as it is, this entitlement and elitism of "I deserve better than the rest" isnt healthy and shouldnt be pandered to because it only turns game communities toxic. If you honestly are a good player then that knowledge is reward enough, you dont need a game or a company to reward and congratulate you for that because all it does is scream insecurity.
    (3)

  5. #5
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,927
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight.
    You mean like the healers who run profane and NEVER cast a heal. Doesn't matter if the party needs healing they continue to glare glare glare and leave it up to the other healer or healers to keep the party alive. You got to be joking.

    This damage centric mentality is really a joke. People new to that duty are also every bit entitled to the loot just like everyone else.
    (7)
    Last edited by LaylaTsarra; 03-18-2021 at 12:34 AM.

  6. #6
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    This is more about what to add to the game, not really about revisions.
    (0)

  7. #7
    Player
    GeminiReed's Avatar
    Join Date
    Nov 2019
    Posts
    506
    Character
    Alys Isshu
    World
    Malboro
    Main Class
    Summoner Lv 61
    Quote Originally Posted by Cabalabob View Post
    It would greatly incentivise players to do better if the loot was locked behind challenges.
    Quite the opposite in fact.

    Wildstar's "Gold or Bust" era was a prime contributor to its downfall. The game's instanced content had a team success rating: Gold, Silver, Bronze. The rewards for anything less than Gold weren't worth the bother and all it took was a single death or people getting hit by a one or two mechanics. So people started abandoning failed instances. It took far too long for Carbine to make adjustments and their population bled out.
    (5)