3 of each aaaaaaaaaaaaaaaaaaaaaaaaaaahahahaha how horrible.
3 of each aaaaaaaaaaaaaaaaaaaaaaaaaaahahahaha how horrible.
I've seen a much higher drop rate than 10-15% if score is over 60k. Maybe we've just had luck though. Also this can't be called RNG. Score matters. A lot.
Ehh, I dunno... I've seen about 20 wins now above 50k, at least half or more 65k+. To my recollection there's only been 3 seals.
Thats just a bit nauseating. Is tanaka back in charge? Those weapons better be freaking amazing because getting an entire linkshell geared out with them hardly seems worth the effort at this point.
The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
In XI- you actually felt like you were working towards a goal, you could buy the bills, and although in all actuality it took longer, the process wasn't that bad because you could see your progress, and if you had the gil, you could buy progress..The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
In XIV - It's all luck, everything in this game is luck, you could pick this game up day one and have a chance of picking up a relic within a few months, considering this is even how you get them.
On a side note - I kinda disliked XI's system as well, but I think the system they have now is a step even further in the wrong direction...
Last edited by RathSkybreaker; 05-23-2012 at 02:48 PM.
http://dn.guildwork.com/
Yes, this is exactly my issue. Typically in an MMO, you want to design content around rewarding skill (execution and being well geared) or effort/dedication (something you can work towards over a period of time, gaining a steady amount of progress as you do so). All of XIV's content does neither, instead forcing players to do the same piece of content over and over again, handing out rewards blindly like a lotto. I would really like to attribute this being an easy way to hold over players while they dump their main efforts into 2.0, but if this remains the design philosophy past that...count me out.In XI- you actually felt like you were working towards a goal, you could buy the bills, and although in all actuality it took longer, the process wasn't that bad because you could see your progress, and if you had the gil, you could buy progress..
In XIV - It's all luck, everything in this game is luck, you could pick this game up day one and have a chance of picking up a relic within a few months, considering this is even how you get them.
Also, have you seen how repititious hamlets are? All three are exactly the same in design and you'll be doing the exact same tasks with absolutely no variation hundreds of times--maybe thousands if you don't have a static-- to maybe stand a chance at the seals necessary. Basically it's taking all of the faulty XIV game design and forcing you to do it endlessly (crafting, gathering...)The comments in this thread fascinate me, in a scientific, social science sort of way. These requirements really aren't 1/100th as steep as those for getting relic weapons, even 1/1000th. Yet while I can barely recall a complaint a year about the difficulty of procuring relic weapons, it prompts a veritable flood of complaints in this context. What is it that has changed? Is it the perception of the community? The implementation? The very social structure of MMO players? Or perhaps a combination of all three.
...Yeah, right. This is just what people are going to want to see in 2.0 >_>
Last edited by Victor; 05-23-2012 at 02:57 PM.
Yes, this is exactly my issue. Typically in an MMO, you want to design content around rewarding skill (execution and being well geared) or effort/dedication (something you can work towards over a period of time, gaining a steady amount of progress as you do so). All of XIV's content does neither, instead forcing players to do the same piece of content over and over again, handing out rewards blindly like a lotto. I would really like to attribute this being an easy way to hold over players while they dump their main efforts into 2.0, but if this remains the design philosophy past that...count me out.
I've been an avid followed of 2.0 since the days of it's codename "Rapture" and sadly I have to agree, Luck should definitely be a factor. But seriously? I feel like when I play the game I get shat on in terms of rewards.. Definitely not worth it .
http://dn.guildwork.com/
This is much more tolerable than a Relic Weapon, seeing as how you don't need 64 other people to work on stuff for a single person. That situation was just idiotic and asking for drama to have everyone willing to give up that much time for a single person. I'm looking forward to this as a long-term goal and we should see how the drop rates are once higher tier Hamlets get released.
That said, though, I do agree with what everyone is saying about random drops. Points would be great not only for the AF weapons but for the Militia gear which is pretty damn nice. I don't mind putting long-term effort in but at the very least we should see progress. It also lets everyone work on their weapons together as a group, with everyone benefitting and no one having to fight over drops.
Last edited by Estellios; 05-23-2012 at 03:25 PM.
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