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  1. #31
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    1.xx= Please the Crows so we put in what they want to keep them happy
    2.xx= (Yoshi-P) This is my Vision and the teams I hope you like our game!
    (2)

  2. #32
    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)

  3. #33
    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)

  4. #34
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    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?
    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
    (4)

  5. #35
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    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?
    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.
    (0)

  6. #36
    Player
    Jokerz's Avatar
    Join Date
    Apr 2012
    Posts
    272
    Character
    Axel Smith
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Make totems drop from AV/CC and give darklight gear a ridiculously high totem price(like 100 or something)Guarantee that'll stop 90% of the complaints.

    People don't necessarily want higher drop rates from what I've seen, they just want to have their time validated. I'm pretty sure people will happily eat up totems that they could use to purchase gear with>.>
    (6)

  7. #37
    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)

  8. #38
    Player
    Petdo's Avatar
    Join Date
    Apr 2011
    Posts
    202
    Character
    Ma Nya
    World
    Tonberry
    Main Class
    Goldsmith Lv 60
    Hey guys! A few days ago I just realized why they put the super low drop rate in many instance. I found some reasonable idea behind this.

    "Even you are not a hardcore player, you still have "chance" to getting item if you join any instance/end game event"

    The reason everyone complaining about this rare drop is that they was do it continuously NON-STOP for MANY HOURS!
    This game not meant to be play like that, it's target casual players, who are able to play mostly on weekend for few hours ( if you remembered about it, Yoshi-p already do some research about time spent on playing each week and that why he know the truth )

    So, with low drop rate, both hardcore and casual will get same "chance" to get that item.
    Sure that the more you do, the more chance to getting that item. But it not guarantee that you'll get it, so is the casual, they might be lucky and get some item in their first try.

    So, this is the way the game be, to serve to all audience, not for some. So please understand it and accept it. And please don't go crazy about getting item 7/7... no one care about it. It's just a game dude...

    Enjoy it!
    (1)

  9. #39
    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
    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....
    Quote Originally Posted by Hulan View Post
    SE has put themselves between a rock and a hard place. In theory, less than half of the team is working on 1.xx. Not to mention, while we don't know what kind of resources SE is feeding the dev team - as a game that has already failed once - I imagine they're on a tight leash. All of these adds up to a simple conclusion: there's only so much content they can add to the game over a 3 month period.

    The only thing that kills a game fast than, as you put it, "...players [feeling] that they are wasting their time for no real reward", is players being done with everything and being bored. So somehow they need to stretch a little content out a long way. One way would be to put in long lockouts to extend the time it takes to do an x number of runs, another is the decrease the drop rate so that x is much larger. Neither option is exactly ideal. The former will bore players almost as much as no content at all, and the latter is what we have now....
    Ironically, you just posted most of my own points back at me. I generally agree with everything you have said, I just think we should never stop looking for a better solution.
    (1)

  10. #40
    Player
    Jokerz's Avatar
    Join Date
    Apr 2012
    Posts
    272
    Character
    Axel Smith
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Petdo View Post
    Hey guys! A few days ago I just realized why they put the super low drop rate in many instance. I found some reasonable idea behind this.

    "Even you are not a hardcore player, you still have "chance" to getting item if you join any instance/end game event"

    The reason everyone complaining about this rare drop is that they was do it continuously NON-STOP for MANY HOURS!
    This game not meant to be play like that, it's target casual players, who are able to play mostly on weekend for few hours ( if you remembered about it, Yoshi-p already do some research about time spent on playing each week and that why he know the truth )

    So, with low drop rate, both hardcore and casual will get same "chance" to get that item.
    Sure that the more you do, the more chance to getting that item. But it not guarantee that you'll get it, so is the casual, they might be lucky and get some item in their first try.

    So, this is the way the game be, to serve to all audience, not for some. So please understand it and accept it. And please don't go crazy about getting item 7/7... no one care about it. It's just a game dude...

    Enjoy it!
    Hardcore players will naturally progress faster then casual players, Yoshi tried way to hard to prevent that. Some people are just naturally more competitive and motivated then others, as well as have more time to accomplish things in game. Really the RNG hurts both casual and hardcore players because you aren't really working towards anything except a lucky drop.
    (2)

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