Actually, the only proper token system in place right now would be Garuda, no? Seeing as Kupo Nut Charms/Inferno Totems can be as random/rare as the weapons themselves. Why they haven't made them 100% by now is beyond me.
"Unbelievable wipes... indescribable failings. Whining, bitching, rage quitting - through an endless party find." - Doho, A Whole New Whorl
Long term should mean long term, not randomly decided amount of time based on how lucky you are or aren't on any given day.
The system is present to do what everyone here is talking about. Everyone gets their own chest(primals, new mats from dungeons). Drop rate adjustments, which they obviously set. Tokens 100% from that individual chest, Garuda. None of these are "new" to this game, they just weren't implemented for these weapons. Rather than offer up gauranteed progress with a win they gave us "Step right up step right up and try your luck." Wait that's carnival stuff, "Slot machine" progress, you win you pull the lever maybe you get something.
You can make everyone not pissed. While they may not be happy they will not be disappointed by the blatant flaw in a system.
Yeah what is that about. I'd have 9 Ifrit weapons by now if he actually dropped totems, well dropped them regularly.
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I agree 100%, it is possible to do that, and yes they could have done this better. But that still comes down to a list of priorities.The system is present to do what everyone here is talking about. Everyone gets their own chest(primals, new mats from dungeons). Drop rate adjustments, which they obviously set. Tokens 100% from that individual chest, Garuda. None of these are "new" to this game, they just weren't implemented for these weapons. Rather than offer up gauranteed progress with a win they gave us "Step right up step right up and try your luck." Wait that's carnival stuff, "Slot machine" progress, you win you pull the lever maybe you get something.
You can make everyone not pissed. While they may not be happy they will not be disappointed by the blatant flaw in a system.
At the end of the day, the system is what it is, from the interviews I can see them bringing in some updates in the c patch or even 1.23, but I don't see any real changes until the 2.0 beta and then the release. And by real I mean the big changes.![]()
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Their priority is keeping us happy. Pretty much the main point of 1.xx right now is to hold us over till 2.0 comes. They are trying to keep their customers. RNG only influences people to eventually give up and stop playing. I believe this is a priority.I agree 100%, it is possible to do that, and yes they could have done this better. But that still comes down to a list of priorities.
At the end of the day, the system is what it is, from the interviews I can see them bringing in some updates in the c patch or even 1.23, but I don't see any real changes until the 2.0 beta and then the release. And by real I mean the big changes.
Good point.
And I agree, not a big fan of RNG. If it was tied with some of the suggestions of the OP then I believe it will work better.![]()
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I think they've lost sight of that. They've been so concerned with prolonging content that they made a loot system that has really embittered many people towards the game (at least in our LS)
You're not alone in regards to the embittered side of it... However, I still wonder if they had much choice in the matter of "prolonging content". Meaning that, while a gamble, they didn't have many other options easily at their disposal. This is just an assumption, as I have no idea how hard 1.xx is to develop on, but basing these thoughts off of how long it took them to develop the content and bring it out, looking at their track record for 1.xx updates.
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Yea they probably didnt have many other options. They knew they could only dedicate so many resources to 1.xx and they had to make sacrifices/adjustments. I'm just not sure if they thought through the potential long lasting "bad taste in mouth" effect. We shall see once 2.0 rolls around.You're not alone in regards to the embittered side of it... However, I still wonder if they had much choice in the matter of "prolonging content". Meaning that, while a gamble, they didn't have many other options easily at their disposal. This is just an assumption, as I have no idea how hard 1.xx is to develop on, but basing these thoughts off of how long it took them to develop the content and bring it out, looking at their track record for 1.xx updates.
Another great point Signakan.
In the span of *1* Patch, they went from:
* 1.18 - Dzemael Darkhold & Batraal's 100% Drop Rate Chests (except the middle one) to...
* 1.19 - Ifrit Weapons with Super LOW Drop Rates, *and* you can't pass any Weapons to anyone from the chest.![]()
It's the most extreme, short-sighted knee-jerk reaction I've ever seen in an MMO. As if Yoshida-san and the Dev Team saw how fast Dzemael was being cleared and thought, "Oh no! We have to keep them busy longer with each patch... what do we do? Oh I know, let's change it from 100% Drop to 0.01% Drop *and* they can't pass the Chest Items to anyone... it'll go directly into their inventory! That'll keep them busy until 2.0!" (>_<)
It's not a big change to re-implement something that's already present, it's a mater of a function call or 2. Changing a chest to have 1 100% item isn't possible but would require a lot of work, it's already a mechanic that's present in every primal, we get DM 100%. I'm not sure what exactly these changes you speak of are.I agree 100%, it is possible to do that, and yes they could have done this better. But that still comes down to a list of priorities.
At the end of the day, the system is what it is, from the interviews I can see them bringing in some updates in the c patch or even 1.23, but I don't see any real changes until the 2.0 beta and then the release. And by real I mean the big changes.
Let's just call this for what it is. Poor design plans, had they taken what is already there and moved a decimal point this thread would never have started. They chose to backpedal from the system that people thanked them for in Garuda to what people have been outraged by since the first dungeon/Primal. That's just bad planning and a bad idea for a game that's "For the players"
Edit: Keep in mind that they have modified drop rates many times before and it does not involve months of rewriting the instance. I'll make an assumption, and probably not horribly wrong one, that they have a map design and script for each of the instances that we have at present, those scripts while they may be long should be seperate for each instance and therefore not all that hard to modify. Again assuming good coding practices those scripts are relatively well documented for future devs that work on them. What's more is that in the name of streamlining content development, and this may or may not have happened for 1.xx, you'd typically make a stand alone content builder for designing and modifiying those scripts making it still easier to modify a thing. To assume on further thing, drop rates for each item are set and can be relatively easily modified at a later date, making something 100% under certain circumstances should not be that hard to add to your scripts, running drop rate variables for each of the big items and as you complete scripted conditions those variables are increased. If they can do it to add chests to the win they can do it to change drop rates for those chests.
Last edited by Enfarious; 06-13-2012 at 02:25 AM.
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