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  1. #631
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    Mar 2011
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    インドネシア語
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    2,251
    Quote Originally Posted by Madruk View Post
    One mythril drop out of 344 individual chests. This type of troll shit on their part is asinine. If you don't want us to progress deeper into the quest right now, don't put it in at all.
    Did you get more darklight in that period of time? *serious question lol*
    (0)

  2. #632
    Player
    Madruk's Avatar
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    May 2011
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    379
    Character
    Madruk Darkrune
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    I think 7 darklight drops now.
    (3)

  3. #633
    Player
    Isaaru's Avatar
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    Mar 2011
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    650
    Character
    Leif Gehrman
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Madruk View Post
    One mythril drop out of 344 individual chests. This type of troll shit on their part is asinine. If you don't want us to progress deeper into the quest right now, don't put it in at all.
    So in 43 runs only 1 person got a Mythril? You should probably refrain from saying 344 individual chests because then people are going to start saying it's a 1/344 drop.
    (1)
    http://mercsxiv.enjin.com/home

  4. #634
    Player
    Deltara's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Quatre View Post
    [...]

    However, I think you should be able to buy the seals with Hamlet points. That way those getting 68k seals a run will complete it much faster
    There is a problem with the drop rate if you are getting 68,000 seals every run. I need to get into your parties! ^^
    (0)

  5. #635
    Player
    Madruk's Avatar
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    May 2011
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    379
    Character
    Madruk Darkrune
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Isaaru View Post
    So in 43 runs only 1 person got a Mythril? You should probably refrain from saying 344 individual chests because then people are going to start saying it's a 1/344 drop.
    I can't really control how stupid people can come to conclusions.
    (6)

  6. #636
    Player
    Isaaru's Avatar
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    Mar 2011
    Posts
    650
    Character
    Leif Gehrman
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Madruk View Post
    I can't really control how stupid people can come to conclusions.
    Well when you cluster 8 people's individual chests together, that's poor wording. Especially when referring to a drop rate. You can't control how stupid people come to conclusions, but you can help them not come to stupid conclusions.
    (3)
    http://mercsxiv.enjin.com/home

  7. #637
    Player
    Madruk's Avatar
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    May 2011
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    379
    Character
    Madruk Darkrune
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Only it is 344 individual chests....

    Everyone gets their own individual drop from it.
    (2)

  8. #638
    Player
    Asiaine's Avatar
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    Dec 2011
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    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    We all seem to have serious apprehensions about the system in place.
    I've read and tried to understand most of the arguments and can sympathise.

    However, I will still say the following:
    The problem is the delivery mechanism of these exclusive rewards are restricted to content that can be completed in 15-30 minutes. Therefore the drop rate must be scaled down accordingly. The crux of the dilemma is that repeating 15-30 minute content over and over is not very pleasurable.

    I think, perhaps, rather than indicating how many drops / run, or drops / chest, what might be more useful is how many drops / hr.

    (Warning: Over simplified maths)
    I.e.: If each run is 30 minutes, and you get one item every 10 runs, then that is a rate of 1/300 min (1 item per 5 hours). From which you can figure out:
    I need 10 items, therefore I need 50 hours.

    With this you have a common basis to compare with other content, including Dynamis.

    Also, as has been emphasized by others including Thevedis, multiple times:

    We are getting lots of stuff besides that ONE item that is presently being sought out.

    If in the course of trying to get seals and mythril I get 50M worth of gear and lots of rare/ex, it is worth noting ^^;
    (0)

  9. #639
    Player
    AdorraEloom's Avatar
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    Mar 2011
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    257
    Character
    Adorra Eloom
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Kiara View Post
    To: Yoshida-san and the FF14 Team

    Seeing the requirements for just opening up the Quest for the Relic Weapons (not even earning the final Relic), I have one plea:

    * Please STOP relying on the "Random Number Generator / Low Drop Rate" to use as a Time Sink to keep the players busy.

    We realize you have to keep the players busy while you work hard on 2.0. Many of us are *fine* with Long Term Goals and needs to draw out content.

    But NOT through the current "Random Number Generator / Low Drop Rate" style of rewards we've been suffering through from Ifrit Weapons to Darklight to Materia Melding and Primal Seals, and now with the rest of the steps of the prerequisites for the Relic Weapon Quest (and this isn't even the final step).

    For those that don't know, thanks to Sniper and other veterans we've confirmed that the steps just to activate the Relic Weapon Quest are:



    Yoshida-san, this is essentially just "Rolling the Dice / Gambling / Playing the Lottery." It emphasizes REPETITION and DUMB LUCK to stretch out content.

    I realize you can't create brand-new, detailed Story-based Missions that are full of Unique Monsters that we'd have to take down (for example, Chains of Promathea's Story Missions (early days)) since you're focusing on 2.0.

    But using Random Number Generator / Low Drop Rates to make things last longer *doesn't* make the content or rewards "difficult." It's simply the easiest, most mind-numbing way to stretch out content.

    How about *rewarding* players for their *effort* and *skill* instead?

    Here are some quick ideas using your CURRENT ASSETS (with minor work at best) that would make the Relic Weapon Prerequisites more fair and based on Player Effort and providing CHALLENGE:

    • Prove Your Skill & Teamwork by: Defeating Aurum Vale & Cutter's Cry without dying (no deaths).
    • Prove Your Tenacity and "Learn" to bond with your Weapon by: Defeating 500 Enemies (Equal Level or Higher, or whatever specific Mob) with your "Broken (early) Pre-Relic Weapon."
    • Prove Your Valour by: Defeating Certain "New" Notorious Monsters (NMs):
      • Infected Great Buffalo: Re-use the SAME Buffalo NM Model, but buff it up.
      • Infected Uraeus: Re-use the SAME Uraeus NM Model, but buff it up.
      • Infected Mosshorn: Re-use the SAME Mosshorn NM Model, but buff it up.
      • Infected Dodore: Re-use the SAME Dodore NM Model, but buff it up.
      • "New" Guivre / Drake NM: Re-use the *awesome* looking Guivre / Drake monster (we already have in-game), but scale it up 20% and balance the damage on its moves.

        For those that have never ventured to the farthest reaches of Eorzea, you should walk around and see these awesome looking creatures we have in-game. The Doomvoid Guivre, for example, looks amazing and glows when it attacks, etc. SE can easily turn this into an "NM" with some tweaks, without having to make a brand-new Model.

        http://ffxiv.zam.com/Im/image/177621
        http://ffxiv.gamerescape.com/wiki/Fi...voidGuivre.png
    • Defeat All *3* Beastmen Strongholds using your "Broken Pre-Relic Weapon" Without Dying.
    • Overcome the "Secret / Reverse Path" of [Dzemael / Cutter's Cry / Aurum Vale]" and gain the [Enchanted Item] at the end to continue. This would be re-using our current Dungeons, but let's say after you clear it (going forward), a new "Gate" highlights and you open up a Side Path (or run the dungeon in Reverse) with BUFFED UP Mobs, new Objectives, etc. (using the same mobs as before), etc. (Obviously Boss placement would be at the "end" of the new path / reverse dungeon path.)
    • Incapacitate All Body Parts from [Certain NM] and Defeat them: This would challenge players to work on destroying various Body Parts of an NM before defeating them, and it would emphasize, weaving in and out, avoiding attacks from various sides, overcoming the Adds perhaps, while breaking down a Boss.

    I'm not saying these are the best ideas (at all), but they all are MUCH BETTER than rolling the dice and playing the Random Number Generator / Low Drop Rate game that you have now.

    Even the mundane task of "killing 500 Enemies" that I listed (with your broken Relic) is at least a *measurable* task that EVERYONE can gain the benefit from.

    The key point is that it's much more palatable, encouraging, and desirable to know that you are making positive progress each time you effort, instead of just hoping and praying that you get the lucky DICE ROLL and you happened to get your drop for a Primal Seal (which you need 9 of from 3 separate Hamlets (that need to be in Stage 2, that need a 60,000+ Point Total, and that has a low drop rate), or a drop for your HQ Mats to craft one of the new hard Synths (Class Weapons), or you get the lucky roll for your Double Melding Materia on that Weapon to turn in.

    And in addition to measurable progress (like a Point System, or # of Kills, or Ancient Currency (like Dynamis)), is the hope of something that also rewards more Skill and Effort instead of just pure dumb luck.

    Yoshida-san, the new 2.0 Screenshots and Artwork and your new Interviews are all wonderful and encouraging, and it gives us hope.

    But then at the same time, we get punched in the gut with YET ANOTHER "RANDOM NUMBER GENERATOR / Dumb Luck / Gambling / Rolling The Dice" task with the Relic Weapon Upgrades.

    Please reconsider the Quest Path for Relic Weapons, and especially for the *majority* of 2.0 End Game Content.

    And note that we're *NOT* asking for everything to be "easy" or "given to us fast." Long Term Goals are OK (and I love them)! But we need to have Rewards Systems that actually reward Player Skill and Effort and provides Good Challenge, instead of just making us SPAM / Throw Ourselves at a certain task over and over and hoping for a Blind Luck Dice Roll.

    There's NO skill in praying that you can Double Meld 2 Tier IV Materias onto your costly Class Only Weapon. It's just gambling and rolling the dice.

    Same for hoping you get 9 Primal Seals dropped into your inventory, spamming the same Hamlet Defense over and over.

    2.0 shows *so* much promise. Please don't ruin our expectations and demoralize us with any more of this Random Number Generator / Low Drop Rate-style content.

    Thank you!
    I agree with a lot of this, I just tried getting top three on my server for hamlet ranking so I can have normal drop rate for the relic seals, spent 1 week, every day gathering/farming mats for the hamlet points, saved up about 1 mil points in materials, traded in today, saved 300k points for last 5 min, (was aiming to get third place) and ended up getting fourth. With 1 mil points traded in... This is why SE's current relic quest is a horrible idea! Honestly this random luck/chance loot system is exactly why ff14 has about 300k people playing and not 10mil+ . SE if you wish to continue doing your loots distribution in such a random chance way, I strongly advise you not to keep saying that ff14 is designed for normal people who can only dedicate 3-5 hours to the game a day, Cause that's a LIE! Current game mechanics are designed for players who spend 15+ hours logged in a day, so from a business point of view, you need to change your system or this game will never attract more players.
    (3)
    Last edited by AdorraEloom; 06-15-2012 at 02:01 PM.

  10. #640
    Player

    Join Date
    Mar 2011
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    Besaid
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    Quote Originally Posted by Isaaru View Post
    So in 43 runs only 1 person got a Mythril? You should probably refrain from saying 344 individual chests because then people are going to start saying it's a 1/344 drop.
    which is the point i was bringing up earlier about some people mirepresenting the drop rates

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