That's pretty demoralizing to hear. Are we assuming its going to be the same thing for Cutter's? And we cant work on both locations at once?
That's pretty demoralizing to hear. Are we assuming its going to be the same thing for Cutter's? And we cant work on both locations at once?
A slight increase won't change the fact it's still nothing but a hugely random mechanic
They need to make it a consistant effort for everyone. So everyone who wants it has to put in the same effort as everyone else who wants it.
A slight increase in drops won't change the fact its still an incredibly random process from start to finish. (or at least the point we can get to)
Last edited by Dzian; 06-14-2012 at 12:08 AM.
Mwah ha ha still no community dev acknowledgement, I bet they are staying away from this topic like the plague.
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Step 1 - Earn 25,000 seals and buy the key item "On the Properties of Beastmen"
Thats the Deal of most Chest-Systems. Want it to be 100%? I dont want to. And i actually saw people getting 1 Seal in 1 run, while others got their first after 10 Runs. It is luck, yes.. but it can be done in a couple days.Step 2 - Obtain Inferno Seal x3, Tremor Seal x3, Vortex Seal x3 from Rank 2 Hamlet (gold chest requiring 60K+ scores) [<-- Note: Random Number Generator. Blind Luck on getting drops for yourself (or getting Dark Matter).]
No.. There is no Random Number Generator on getting HQ-Mats. Its all about having the Gear to improve your HQ-Rate. Its simple. The Final Synth isnt 100%? Im pretty glad it isnt lol. With full HQ-Mats ( flawless counts as NQ tho ) you can actually get easy to around 50%+, which is a pretty big Number.Step 5 - Gather HQ mats and craft or buy Class-Only Weapons (preferably HQ) [<-- Note: Random Number Generator. Blind Luck on getting the HQ Materials from gathering, and even the Final Synth isn't a guaranteed 100% for most crafters, so you're rolling the dice.]
There are TONS of people allready which got Double-Melded Class-Weapons, so it cant be that bad, no?Step 6 - Double meld the gear with 2 Tier IV Materia of a specific Type as follows: [<-- Note: Random Number Generator. Blind Luck on getting roll for Double Melding this already painful synth.]
So.. Step 8.. Since i see a lot people are at Step 8.. so what was the Point about the 7 Step's before and HOW BAD, AND TIMECONSUMING they are? Patch is out a 7 days and people are on Step 8, if i could choose i would make the whole Progress even slower.Step 8 - Gather 3 Materials from 6th Chest available at end of AV and CC Run
Items: Miser's Mythril (Aurum Vale), Alumina Salts (Cutter's Cry) [<-- Note: Random Number Generator. Blind Luck on getting drops for yourself (or getting Dark Matter).]
At this Rate and assuming that the whole Progress we can make now is like 25% of the whole Questline, then 4 Weeks to get a Relic is way to fast. nuff said.
Problem is that the answer he gave was still too vague. Why do we have a successful token based system in Garuda, but not dungeons or use this method in relics? The systems are there, yet they still throw in just the RNG system that no one likes. I would halfway understand if the token system didn't exist in Garuda, but it does, and it only makes us question SE's methods of being properly rewarded for our time.
Here is the real question I want to know: Why does a person who does half the effort as me getting Darklight gear gets the full set when I am left with only one pair of gloves? I pretty much did dungeons almost every night and most of the day on weekends from the beginning of 1.21 to 1.22b. At least 5-6 runs of CC and AV a night, about 7-8 on on weekend dates. Why does Joe Blow who puts no where near the effort I do get a full set? I won't say he doesn't deserve it, but this is a gigantic flaw in the system that can be easily fixed, but they won't. They are too stubborn.
In MMO's, you always must be rewarded for your time in some shape or form, rather it be tokens or get the drops you want. SE does not look at MMO's like this and because of it, people are getting sick of their game and some are quitting till 2.0 just because of it.
No one likes it, and I feel that SE needs to come out and give a detailed explanation on why they believe this is the right system, or people will only continue to call them out on this. Despite the answer they give, it needs to change now and not 2.0. Using a system as bad as this is simple inexcusable. People can argue with me on that if they wish, but only lucky ones are rewarded, not the people who sweat blood for this game.
ok going over some stuff your saying here
i gotta ask, do you even do hamlet? do you do these dungeons? we are rewarded for our time and effort, thats the thing, but people are ignoring all rewards but the one they specificaly want like they dont exist
when you do a 60k hamlet run, you can get 1-4 drops from the chest, and 1 of them "might" be a seal, this means that you are ALWAYS rewarded for doing a 60k run, but peopel choose to ignore this fact
when you complete CC and AV you got your boss chests rewards, also something people majorly ignore
its not that people arent getting rewarded, they just arent always getting the drop they specificaly want, which is nothing new to MMOs
My XIVPad: http://xivpads.com?2031148
As I have said in previous posts I don't have anything against Hamlet, I only question proper distribution based on points, but the system itself is not that bad.
Even in 1.18, the system worked there. All the best items in the game were on a fair loot table, while there was only a certain chance the piece you wanted dropped, it still played in fair game with the other pieces. "Someone" walked out happy.
Problem with 1.21 dungeons, they put pieces in there clearly better than what the green items offer, yet never drop. It doesn't play fair game, the chance to get a Darklight isn't equaled out with the other drops. Now it is understandable to an extent that Darklight would drop too often if it was made that way. However, Darklight is what people want, SE knows this, and there isn't truly a fair system on it's distribution, because effort is not rewarded properly. Simply adding in a token system would solve all these problems and people like myself would not gripe about this.
While I wasn't able to explain in such a great way what I said above, I tried, lol.
There needs to be balance between luck and hard work. Right now, the side is all on luck.
He said he's been grinding them pretty much non stop so it's obvious he is doing them...
As for drops if its not what you need to progress in what you aim to progress on then its crap. like I said earlier with that logic then everyones always getting rewarded everytime the do ifrit or moogle they're always getting dark matter and 5-6k but thats not the reason people go to those fights.
In a sense anything that isnt dark light from av/cc is no better than dark matter from iffy/moogle. you spam av/cc for darklight that is "the" reward everything else is irrelevant.
it's kinda like going to work. you go to get paid then your boss says im not paying you this month but here have 2 theatre tickets to make up for it. wtf???? (it's a cack example but i think it illustrates the point pretty well)
Hi Nero,
That's simply not true. It *is* still a dice roll if you get an HQ Mat or not when you Gather / Chop / Strike, etc. As someone who loves Botanist (been playing as one since Day 1 of this game), I can tell you even with the most Perception and Output I can get (outside the new Hamlet Hat that increases HQ drop), I can still go 1.5 - 2 HOURS with 0 (ZERO) Crawler Cocoon +1s, then on other nights, I've gotten *2* Crawler Cocoon +1's back-to-back within 15 MINUTES of me starting to gather.
I can get ZERO Supple Spruce Branches +1 for an hour or two, and then another night, I can get 10(!) Supple Spruce Branches +1 on 1 chop, and have gotten ~24 HQs in the span of a 2 hour gather period.
How is that NOT random?
It is.
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