That's not how math works. The hardcore will get the same relative gear advantage in both systems. Having said that, a moderate amount of randomness in certain things probably does make the game more appealing.Also, a point or token system would affect greatly the casual player. Of which, there are many on our game.
If we did have a point system, it works out nice for the person who plays 4-8 hours a day. But the players who can only manage maybe 8-10 a week would lose out. Some amount of points that takes you a month to gather would take obviously a lot longer for them...but if you leave it as a random drop, they have a chance every time. Just like everyone else.
Chance is a game's equalizer and draw. Removing it for a foregone conclusion that causes a hierarchy of players, seems a bit counter-intuitive.
Also, a point or token system would affect greatly the casual player. Of which, there are many on our game.
If we did have a point system, it works out nice for the person who plays 4-8 hours a day. But the players who can only manage maybe 8-10 a week would lose out. Some amount of points that takes you a month to gather would take obviously a lot longer for them...but if you leave it as a random drop, they have a chance every time. Just like everyone else.
Chance is a game's equalizer and draw. Removing it for a foregone conclusion that causes a hierarchy of players, seems a bit counter-intuitive.
Of course w/ a "point" system that had a rested modifier like an exp bonus, so that you'd get bonus points, would mean a casual player would gain more points during their runs than the players that don't have the rested bonuses built up cause they're playing more.
In games of chance the reality is: More attempts = more likely to win.
A player that can make 50 runs a week at something with a 1/50 chance will get the thing once.
A player that can make 10 runs a week at the same thing with the same 1/50 chance will take 5 weeks.
Chance does not equalize things, it can actually hurt the "casual" player more than a points system.
Especially in the case of points that you can spend to get just what you want, not have a 1/10 chance that the 1/50 chance of a drop is that 1 item you want.
World NMs HNMs and things of that nature I think random is good, but a point system for dungeons/instanced raids would equalize things some.
Last edited by Enfarious; 04-09-2012 at 08:30 AM.
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I know this is a dumb question, but do you have to do a full 5 chest run for the gear to drop? Or do you just need to do the speed run chest and it will drop?
I just wish SE would implement a way to actually reward a player for doing Dungeons. Almost every LS I see at CC/AV can now do Speed Runs on farm status, and even grinding the dungeons doesn't even come out rewarding because I see some people don't get drops at all while others will get a lot!
I understand that this is basically filler content to hold us over, but with the release of Garuda not too far in the future and the return to Primal Weapon grinding hell, I do hope they decide to make the drop rates better. Which I also realize is unlikely because it is the only endgame body equipment currently from dungeons that is actually useful.
OH WELL. Here's for hoping to get a rewarding system rather than a grindy one.
http://mercsxiv.enjin.com/home
I didn't think it could get worse than the non-passable Ifrit loot.
I'm... speechless.
I would 180 runs or any end game content or more if I was guaranteed an item like...a coin or something, 10 coins=weapon 20 coins= w/e w/e.. and its just a basic end game currency to trade things in for end gameish gear, items like darklight put at maybe upwards of 150 of these coins, lets say everyone gets 1 coin minimum for completion with additional chest, additional chance to get coins from them as drops.
In a way it does, as there are pretty items in the chest. Plus, the adventure should be fun! Action is its own reward! ^.^
This is an opportunity for LS Farm/parties/etc to come up with distribution rules that ensure more fair exchange of items. Presently there is nothing preventing the party (or even LS at large) from comming up with fair distribution rules and enforcing them. (Especially since a lot of the equipment is not untradeable and can be traded much later).
It is of course up to you if you wish to force yourself to grind over and over and over for an item knowing that by the time you get it something else new will come along. You could opt to just do it for fun, and if you get something, yaay, if not, whatever ^.^. But to increase drop rates would mean that you will not allow for there to be rare items in this world. I do not think we should be in a position where we say: No, either I can get it easily, or the item does not exist.
Well, with 3 primals, 3 dungeons, 3 coffer camps, that is a fair bit of content one can cycle through. If we were, for example, to choose to do a different adventure each day, we could be kept busy for 9 days before repeating the first one. This adds variety and removes the ho-drum-grindy feeling you may be self-inflicting.
They are not creating a grindy world for us. They are creating a lovely world full of wonderous things to see and do. It is sad if we decide to focus on only one thing, obvlivious to the rest, and then feel tired out due to focusing.
This world favours those who know how to plan, how to work-together, how to pace themselves.
In a way it does, as there are pretty items in the chest. Plus, the adventure should be fun! Action is its own reward! ^.^
This is an opportunity for LS Farm/parties/etc to come up with distribution rules that ensure more fair exchange of items. Presently there is nothing preventing the party (or even LS at large) from comming up with fair distribution rules and enforcing them. (Especially since a lot of the equipment is not untradeable and can be traded much later).
It is of course up to you if you wish to force yourself to grind over and over and over for an item knowing that by the time you get it something else new will come along. You could opt to just do it for fun, and if you get something, yaay, if not, whatever ^.^. But to increase drop rates would mean that you will not allow for there to be rare items in this world. I do not think we should be in a position where we say: No, either I can get it easily, or the item does not exist.
Well, with 3 primals, 3 dungeons, 3 coffer camps, that is a fair bit of content one can cycle through. If we were, for example, to choose to do a different adventure each day, we could be kept busy for 9 days before repeating the first one. This adds variety and removes the ho-drum-grindy feeling you may be self-inflicting.
They are not creating a grindy world for us. They are creating a lovely world full of wonderous things to see and do. It is sad if we decide to focus on only one thing, obvlivious to the rest, and then feel tired out due to focusing.
This world favours those who know how to plan, how to work-together, how to pace themselves.
Gold Star +1
I agree this gear doesn't need to be made any easier, time to put your foot down SE.
I have no interest in the darklight gear personally due to its silly drop rates but I except that and move on, stat's don't have a big enough impact at the moment anyway.
Last edited by Jinko; 04-18-2012 at 08:57 PM.
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