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  1. #111
    Player
    Fayette's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    264
    Character
    Fayette Purrcy
    World
    Hyperion
    Main Class
    Weaver Lv 52
    I don't like the drop rate either of any content in this game. Garuda is nice considering it is 100% drop of 2 headdresses, if you can even get a win /sigh.

    I wouldn't mind this grindy drop rate if it weren't for the fact that (at least I haven't seen it) we haven't been told whether these dungeon and primal gears will be attainable come V2.0. If I knew for a fact that come V2.0, I could still go fight moogle (only 3/7) and Garuda (0/7 and only 6 headdresses) or go do AV and CC for a chance at the Darklight Gear, then I wouldn't feel so stressed about having to get them right this minute.

    I think that is also the larger issue with the current player base. Those of us who collect gear sets spend our time spamming these things in hopes to complete it before V2.0 due to the not knowing. I think it was YoshiP that said the V2.0 players will be able to tell the V1.0 players just by looking at them (gear, legacy choco etc), which makes me wonder just what nice gears we have now will not be available come V2.0.

    If we had a system like Garuda for Ifrit, Moogle, AV, CC, Hamlet, DH etc where we have some form of "currency" that is 100% drop and we can build it up to go visit an NPC like Rowena and trade them in for what we want, it wouldn't be so bad. I wish they would fix Ifrit and Moogle to be like Garuda now and just up the amount of totems/nuts needed. On Moogle I should be 6/7 with my drop rate on weapons but I'm still only 3/7 because the other 3 weapons I got were the same 3 weapons I got first (2 bows, 2 mogfists, 2 forks, 9 nuts.)

    Random drop rate sucks, some form of currency or point system to work towards a goal and being able to see how far we are from what we're wanting would be nice. It would also be easier for those who come in late to the spamfest to get these events and gears done because those who have done it will be much more relaxed and have fun with it since they would know this new person wants this and that and how many times he'll have to run said event to get it.

    Random drops just make some of those who have already completed the gear sets for events to not want to do it again for anyone else since there is no guarantee that person will get what they are wanting even after 50+ runs.
    (1)

  2. #112
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    497
    The JPs sure have a shitload of DL... hmmmmmmmm.....................

    Theres a guy on my server has 3 full sets. and everytime i see a full JP party they all have
    loads of DL on them...............
    (0)

  3. #113
    Player

    Join Date
    May 2012
    Posts
    290
    Fellow community members please stop pretending you will quit in order to get drop rates lowered, don't try and blackmail SE with this bs, if you are still here you won't quit so stop lying.

    Drop rates are not the problem at all, the problem is a lack of content, raising drop rates will only make it worse and leave people with even less to do.
    (3)

  4. #114
    Player

    Join Date
    Apr 2012
    Posts
    4
    I hope they lower the drop rate on future (epic) items. Ive done many many AV/CC runs and have DL corselet and boots. I would not want the drop rate increased. I want to play a game because it's difficult.
    I tire of seeing people in the same gear, same weapons, same accesories.
    All of the NM's in game will drop their full loot table after 3-5 kills.
    I killed Kimera, KB, and Adamant 4 years running nearly on every pop cycle, I saw 2 Drings, 8-10 Hauteclairs, and about half a dozen eggs. I never saw a thread about drop rates, ever.
    Put on your man pants, whine less, work harder, enjoy the success of your labors.

    I don't mind the idea that you could get tokens from the runs that you could turn in, but it better be hard, 2 tokens per run 400 tokens to get a DL piece, 1000 tokens for the body.
    (3)

  5. #115
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Helium View Post
    I hope they lower the drop rate on future (epic) items. Ive done many many AV/CC runs and have DL corselet and boots. I would not want the drop rate increased. I want to play a game because it's difficult.
    I tire of seeing people in the same gear, same weapons, same accesories.
    All of the NM's in game will drop their full loot table after 3-5 kills.
    I killed Kimera, KB, and Adamant 4 years running nearly on every pop cycle, I saw 2 Drings, 8-10 Hauteclairs, and about half a dozen eggs. I never saw a thread about drop rates, ever.
    Put on your man pants, whine less, work harder, enjoy the success of your labors.

    I don't mind the idea that you could get tokens from the runs that you could turn in, but it better be hard, 2 tokens per run 400 tokens to get a DL piece, 1000 tokens for the body.
    Do the bad drop rates make it more difficult? maybe more difficult to attain, but even real lucky people can get a dark light body on their first speed run. Im not saying i want the drop rates changed one way or the other, but saying bad drop rates = difficulty is wrong.

    my suggestion would be to add a star system like leves have that would adjust the lvl of the dungeon in exchange for a 1% increase in drop rate per star maybe.

    SE has stated that in 2.0 there will be extra hard mode with appropriate rewards so well see how that pans out i guess.
    (4)

  6. #116
    Player
    Soulfire's Avatar
    Join Date
    Jul 2011
    Posts
    211
    Character
    Maki Amiyuki
    World
    Masamune
    Main Class
    Fisher Lv 60
    Quote Originally Posted by sorahitoshi View Post
    Does anyone ever use the search function anymore why make 10 threads of the samething it just turn into spam
    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.

    Quote Originally Posted by viion View Post
    Taking something way out of context.

    We dont want 100%
    We also dont want 0.0000001%

    Where is the medium?
    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.
    (1)
    Last edited by Soulfire; 05-18-2012 at 07:58 AM.

  7. #117
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    548
    Quote Originally Posted by Soulfire View Post
    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.
    Nah. I would prefer 100% nut/ head / totem.

    Weapons doesn't really matter. Nobody gonna pass a weapon to you , unless it's LS. Party. You can convert to materia.
    (0)

  8. #118
    Player

    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    114
    okayyyy ,
    how about 1 totem 100% drop for each player that complete and one more extra totem for speed run AV & CC
    Totem will be used to trade for DL gear that's use 1000 totem for each part . seems legit.
    (0)

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