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  1. #1
    Player
    Rizon's Avatar
    Join Date
    Mar 2011
    Location
    Quincy, Il
    Posts
    938
    Character
    Rizon Cerberus
    World
    Hyperion
    Main Class
    Marauder Lv 81

    Yoshi-P...Please listen to your subscribers

    I have read countless threads in which players complain bitterly about drop rates. They are abysmal, even by SEs standards. I know that you have explained your philosophy concerning drop rate but I feel compelled to remind you of 1 thing. You are not paying for this game. The subscribers, present and future, are. I do not know if there is anything that will destroy a game faster then if the players feel that they a wasting their time for no real reward. I may not know much about game mechanics but I do know that dissatisfied customers will abandon you and most will never return, even if you do eventually make the necessary adjustments. There have been many suggestions put forward in previous threads to correct this. Many of them are well reasoned. Please review them and make the proper adjustments.

    I have been waiting patiently since Sept 2010 while you have worked hard on the game as well as Ver 2.0. I would hate to see your efforts ruined because you failed to take the concerns of a large majority of the players into account.
    (87)

  2. #2
    Player
    BeePee's Avatar
    Join Date
    Jun 2011
    Posts
    277
    Character
    Tony Tony
    World
    Balmung
    Main Class
    Conjurer Lv 30
    Why is there another thread on this? Not even very specific.

    Maybe link to all the other threads you mentioned and make this a one stop reference thread?
    (5)

  3. #3
    Player
    Rizon's Avatar
    Join Date
    Mar 2011
    Location
    Quincy, Il
    Posts
    938
    Character
    Rizon Cerberus
    World
    Hyperion
    Main Class
    Marauder Lv 81
    Quote Originally Posted by BeePee View Post
    Why is there another thread on this? Not even very specific.

    Maybe link to all the other threads you mentioned and make this a one stop reference thread?

    I would but I would have to link half the General Discussions forum.
    (7)

  4. #4

  5. #5
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    497
    Ya all these threads definetly prove that there is nothing wrong with the current drop rate...

    The peeps that say the dont have an issue with it atm are either:

    #1 Insane
    #2 Haven't got a job and can dedicate 22/24 hours a day to the game.
    #3 Don't care to complete a full set of DL before they become 72 years old.
    #4 Got lucky as hell and got all drops in two days.
    #5 Are leads in a linkshell in which they decide on how DL is going to be distributed. (Getting everything for themselves)

    They sure aren't:

    #1 Trying to get a single DL to drop spamming the raids from the second they log on till the logging off time and still haven't got a single piece to show for it.

    #2 Haven't had a random person come in the PT with them and get a drop out of nowhere just to "Disconnect" after it goes in his loot list.

    #3 Only have about 5 hrs gametime per day but still want to be as endgame hardcore as possible having a full set.


    And ya Nobody!! is asking for 100% drop rate you JOKES! nobody is asking for 50% or 40%.
    It's more like 8% or 10%...........................

    Like seriously. u blind?

    Quote Originally Posted by Trollestia View Post
    I really hope this is a joke. Are you like trying to get Darklight bodies and can't do the speed run? LOL

    I got my full set less than a month after CC and AV came out and don't even get me started on Garuda.
    No not a joke look into other threads about this matter... People (including myself) are doing CC > AV back and forth not wasting 15 mins on cooldown and still havent got 1!!!!!! DL drop dude.

    And to answer a question.
    We don't find it fun anymore. we ace that crap however we want the gear.
    Thats the reason we keep doing it even if it's not fun to us anymore...
    We start the day in Eorzea hoping that we will get a DL drop today and then the exhausting day ends and we havent got any...
    We get pissed off after 15 runs of no DL whatsoever.
    Then we log off sleep it off, go to work, return, log in fresh saying
    "today imma get some DL, i can smell it"
    After an excruciating day we log off pissed off again cause of 0 drops. AGAIN!
    Not like it's difficult anymore. it's just stupid and sad at this point...
    (8)
    Last edited by YuriSan; 05-16-2012 at 03:49 PM.

  6. #6
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Something I agree with! This is the reason I dont bother with any of the current endgame XD cuse I know i am x out of Random(0, several thousand); away from getting anything. So whats point XD
    (7)

  7. #7
    So the tl;dr version of this is:

    Yoshi, make everything 100% drop rate, or make everything at least to the point I get something good for the 4-10 minutes I spend in a dungeon.

    Right?
    (0)

  8. #8
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Elexia View Post
    So the tl;dr version of this is:

    Yoshi, make everything 100% drop rate, or make everything at least to the point I get something good for the 4-10 minutes I spend in a dungeon.

    Right?
    Not really, actually myself and others have commented on quite the opposite; that mechanics need to exist to prolong content while preserving the interest of the maximum number of players. Currently, the pRNG isn't doing the trick (you can tell by the sheer number of threads on the topic). I'm not saying everyone in this thread is virtuous and that this is some sort of haven for reasonable discussion, but it's unfair to generalize and say that we all want loot faster.

    I for one, would relish some loot that took even longer to get, as long as the acquisition of said loot is proportionally interesting.
    (5)

  9. #9
    Quote Originally Posted by Hulan View Post
    Not really, actually myself and others have commented on quite the opposite; that mechanics need to exist to prolong content while preserving the interest of the maximum number of players. Currently, the pRNG isn't doing the trick (you can tell by the sheer number of threads on the topic). I'm not saying everyone in this thread is virtuous and that this is some sort of haven for reasonable discussion, but it's unfair to generalize and say that we all want loot faster.

    I for one, would relish some loot that took even longer to get, as long as the acquisition of said loot is proportionally interesting.
    That's the thing though, given that they're redoing everything for 2.0 the RNG is a lot higher to keep people occupied and while some get unlucky, some get very lucky and have you seen what happens with those who get lucky? They don't even bother to help those who got unlucky because they already got their stuff and don't need nor want to do it.

    Look at Garuda, when BLMs could burn down the fight and everyone got what they wanted, the poor saps who leveled a class/job they liked and couldn't do the fight now will never get to do it or even attempt to try to get a weapon because people got it and have no reason to fight Garuda, even if they found the fight fun or challenging. This is why they set the RNG the way they did, since it'll make people actually continually do the content. Right or wrong, that's basically the intention of it.

    The main problem is you can do these dungeons in a way that it takes 20 min+ or that it only takes 4-10 min to do, how are they realistically supposed to balance the rewards? Speed chests are an attempt at it but that would then only start rewarding the small faction of players who can speed run every dungeon/primal etc and leave the rest in the dust.

    It's hard to really get a balance for rewarding when you have the setup we do with end-game content, since they can reward you everytime or they reward you purely based on performance which is also something people complain about because that punishes players who aren't as skilled yet (you aren't naturally good at doing content the second it's released) so while it's extreme now, the intention was to keep an even ground, it's just that, too extreme but the intention is in the right place.

    They can boost all drop rates to say 40% and eventually everyone will clear the content and be fully geared after even a day based on simple probability given the very very low lockout timers (another issue to take into consideration the extreme nature of the RNG.)
    (1)

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Elexia View Post
    Look at Garuda, when BLMs could burn down the fight and everyone got what they wanted, the poor saps who leveled a class/job they liked and couldn't do the fight now will never get to do it or even attempt to try to get a weapon because people got it and have no reason to fight Garuda, even if they found the fight fun or challenging. This is why they set the RNG the way they did, since it'll make people actually continually do the content. Right or wrong, that's basically the intention of it.

    The main problem is you can do these dungeons in a way that it takes 20 min+ or that it only takes 4-10 min to do, how are they realistically supposed to balance the rewards? Speed chests are an attempt at it but that would then only start rewarding the small faction of players who can speed run every dungeon/primal etc and leave the rest in the dust.

    It's hard to really get a balance for rewarding when you have the setup we do with end-game content, since they can reward you everytime or they reward you purely based on performance which is also something people complain about because that punishes players who aren't as skilled yet (you aren't naturally good at doing content the second it's released) so while it's extreme now, the intention was to keep an even ground, it's just that, too extreme but the intention is in the right place.
    Which is why making the encounters spammable in the first place was a mistake. I doubt people would have burned out on Garuda if she had been on a 7-day lockout with a more varied loot pool. This means a) people going for 7/7 would take much longer to complete their sets and b) those with weapons that still want some of the other drops have reason to run the fight again. Drop rates would obviously have to be raised, as super low drop rates and lockout timers don't mix well.

    Granted, three stand-alone bosses and two dungeons are nowhere near the amount of content needed to support people at the level cap, which is why I tend to not say much on the matter. The methodology is pretty clear, in that regard.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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