




How about 100% drop rate on one piece of equip with a 1 day lockout (for dungeons) and a harder entry fee (w/ 100% drop rate on one item) for primals? I'd rather have guaranteed loot after a difficult successful fight than the dark matter we're getting now. If they moved AF to non-instanced dungeons then the instanced dungeons could be changed for the better since I don't think rewarding better-than-AF equip for doing AF quests is good balancing.


I have an answer but I am sure some or a lotta player would hate the answer. Now I will give the answer again, and I beleive that it will satisfy 2 things that players have been asking for. #1. The Devs use a point system, now everytime you run what ever it is you are given points, you are also given points for meeting certain requirements and that could be killing X amount of mobs, bosses etc. Some of you may not want to hear this but FFXI in some of the end game content had a point type system. Now after you have EARNED enough points players go to the coresponding NPC and trade said points for what ever it is they would like to get. Now I am not saying make the points too low nor too high, so I will clarify that right now. #2. The point system also gives players an idea of how close they are to getting what ever it is they are after. #3. This will benefit both casual and hardcore players alike, it also removes a horrid drop rate issues. Now again I amnot say get rid of drops altogether as there should be a place for those as well, example HNM's or world NM's whatever the Dev's wish to call them.
SE already has a point system in some end game in ffxi, as well as Wings of the Goddess for gear and such. There is no reason that the current DEV's could not use that idea or anything from FFXI. Now again I am not saying copy and paste, but take it improve it and use it. I do understand that they want time-sync's but that is where The dev's need to be creative about it. Lets look at the level 25 dungeon and the very 1st level 50 dungeon. Players are using them to farm seals (more the low level dungeon than anything else but still). That right there is a great way to keep the old content useable (seals do need some balancing btw). Another way to help keep players in running the old content (and I dont care if it is old or new) all gear drops can be turned into materia if the player so desired. Now if SE allows all the gear to be turned into materia, I am not saying make it meldable but if at least this gear is able to be turned into say some specific tpye of materia players would definitly want to do it. All that I have mentioned above could be done to add a time-sync as well as keeping the old content being used, it may not be for everone but it is a middle of the road type idea, because no1 can please everyone.
Sounds like a good idea, but i see one flaw : how many points do you get per run/kill ? How do you calculate / dertermine that ? You are just transforming the drop rate problem into a how-many-points problem.
The good thing in your idea is that it would add diversity to the ways of getting drops, and diversity is good.
The system I personnaly prefer is a 100% drop rate. But of course to get those 100% you have to sweat and workKill this NM to get this item, with 5 items pop that NM and kill it with 5 mates. That item could be used by a DoH to craft a key, which in turn would open a chest or a door, somewhere at the end of a dungeon. That kind of system has every one work towards one goal : open a chest / access to a boss that will drop an item for certain. But the way to get there is long and hard.


How many points is something to be determined by the Dev team. That aspect I can speak for but the idea is there. It is up to the Dev's to decide questions like how many points, what needs to be killed so forth and so on. It is something they could do if they wanted to do. Now I understand that the idea is a little rought but again it would be something the Dev's would have to figure out and balnce out. Now a 100% drop rate maybe on a few things but not everything, and again it would be up to the dev's to work these questions and or problems out.
Last edited by Maxthunder; 05-16-2012 at 06:53 AM.
why does every 1 whine about drop rate it's not that bad. i like 1-5% drop rates make the game more challenging and rewarding because you don't got a bunch of people running around with same armour
Serious question? Let's put it like this...
A representative submits a request to a governing body over a serious issue. That governing body either ignores or denies the request. Well, the problem clearly wasn't solved. Are all those people just gonna sit on their hands? No, they're gonna make the request again. To heck with what anyone thinks of it.
When it comes to forums the best way to make your voice heard is to make an entirely new thread. More people will bother with it and it will pop up in the Hot Topics section. Mind you, the very way I found this thread. I hardly check things otherwise.
It's good to see the issue still being pressed. People will go on and on in-game about how bad these rates are without saying things here.
Consistent progress. I believe a similar analogy was given before, but you don't flip a coin in front of your boss to see if you get paid or not for two weeks worth of work.
People may not answer such questions for fear smart-mouthed idiots will make complaints or point out minor faults to perfectly good solutions, but I'll give you one regardless. It's to be expected there will be people adverse to ideas or changes beneficial to the majority. Often can you ascribe this to pettiness, selfishness, egotism, or intelligence levels to not know a good idea when it smacks you in the face.
Here's my idea of the middle ground you requested, implementing the concept of consistent progress and Yoshida's very own idea on how it is perfectly acceptable for a high-level friend to use up his own time to help level a friend newly come to the game.
To start I'll give it based on the way drops work for the new instanced raids. Now whether it is or not, let's say the final chests of Cutter's Cry have a 5% drop rate on the Darklight gear. In other words, the desirable drop of a raid chest is fixed at 5%. Now you have eight people running this all shooting for each of the desirable drops of the five final chests. Hypothetically, how many runs would it take to get everyone one of each? 160, the idea being each chest amounts to 100% with twenty runs and you have 8 people to split amongst. How much time is that per person? With twenty-minute speed runs and fifteen minutes of waiting time, non-stop with perfect fluidity, it comes out being 5,585 minutes, or 93.083 hours. Per person! All eight added it's 44,680 minutes, or 744.667 hours worth of human time. Now in reality it's nothing like this. People can only go for so long. Organizing and reorganizing sucks up time. Breaks can suck up time. Maybe if you do it daily for an entire month you'll manage to get everything. Or not, but what else is new?
My idea to improve the system and make it into something most people would actually enjoy having and find rewarding (Big word right there and the key to success!) is to keep a hidden count for each character of their clears of the raids, directly influencing the drop rate of the desirable items for the entire party. The more clears, the greater the chance, up to a certain percentage per person. Let's say five hundred clears will max you out to contribute ten percent. Less people is less human time expended, so the contributed percentage won't scale in any way if you choose to run with a light party. Oh, and of course you wouldn't want 100% making everything else impossible to get, so it should be capped. I feel nothing under 50% would be good, but fifty to eighty percent would be perfect. And if you're wondering how I got 100% when I mentioned a fixed percentage of five and a maximum contribution of ten percent, I do believe it was officially stated that SE would make increases to drop rates as content aged. (Which still fits in here by the way.)
As for the rate increase up to ten percent, it can be done in set increments or exponentially. I prefer set increments as it will better encourage newer people to actually try rather than get people with 300 clears or so. Why? Because an exponential model will produce sorry drop rate increases at the start. It better combats the fault my idea brings to the table, being certain people won't want to run with you if you have hardly any clears. You'll already start with a lower contribution and each clear will be less of an increase with the exponential model; it's best to keep it steady at .02% increments. Mind you, the fault is still there, and of course the guy with 300 is preferable, but the problem regulates itself rather well.
Like I said, it's like Yoshida's concept on helping to level your friend. That 300 guy would have to actually care enough to invest his time to help. But he can only bring ten percent. You'd need more if you wanted to hit the cap, and that's even more human time given from advanced players to those below them. Except with the bonus that they will likely be increasing their own rate contribution providing their time as they honestly should have already gotten all the drops had they been running it with a static group.
The content will have been played out by this point, though. I mentioned earlier SE saying something about increasing rates as content aged. The idea was to have a few privileged players with cool new stuff and to gradually make it more commonplace, by which point there should already be newer stuff to replace it. But the point I'd like to make is all of this is in line with that concept, the concept mentioned earlier supported by the producer of the game, as well as the one that we all want our efforts to count for something. When we work, we want progress to be our reward.
You asked for a middle ground? Well, here it is. Hopefully Square Enix cares enough to make it happen, and stops throwing our time to the wind.
Now, as I did mean to get around to it, coffer drops requiring keys will work similarly, but instead of a clear count the count will be kept on your kills of the monster that drops the key. Yes, for each separate one, regardless of shared names. (As for Shposhae, all monsters that drop a certain key type would boost the rate. It'll be cake to max out, but that is a newbie dungeon and I have seen amazingly sorry rates.) And of course the NM counts towards building the rate for all gold coffers. Unlike a raid, only one person with the key opens the coffer, so there wouldn't be a shared drop rate bonus. All the work you've put in would only count for you so the max would be higher than ten percent. There would still be the cap, of course.
Primals are a whole different problem, but from what I hear of Garuda drops, it sounds like SE is taking steps in the right direction. Primals will be fine if they're unified to have consistent progress, like the 100% drop rate on items to trade in for weapons. And, of course, the ability to pass unneeded weapons. That needs to happen because it's really upsetting to have a weapon drop that someone else needs and be unable to give it to them.
Last edited by Soulfire; 05-18-2012 at 07:58 AM.
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