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?
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.
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.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.
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.)
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.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.
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.
* 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)
Nah, just something to show that those 4-10 minutes are eventually going to mean something after you repeat that 720 times (by my math that'd give it 48 play-hours using your numbers, minimum).
See, it's the big difference here, random chance is just aggravating, you don't know wether you're going to get 'it' ever or the next time you try, there is no finish line to strive for nowhere for you to go "I can do it, it'll end, I can see the end!" at. It's not about getting a huge reward for little effort, it's about knowing for sure that you will IN FACT get rewarded
It doesn't need to be 100%. Something like what we've got for roaming NMs for example (I think 30%) would be just fine.
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