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  1. #1
    Player
    rekijitsu's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Rekijitsu Taiyou
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Dawiichan View Post
    I think you forget that this is partially the player's fault. They wanted short-lock out timers, this is what they get in return. It's been a principle in many games that longer lock-out timers = higher drop rates.
    The rates aren't the issue, not to bounce too off topic as its been a dead horse beaten already, but it is rather the RNG methods of obtaining said items. Some people put in 10 runs and get everything they want. Others put in hundreds for one thing. I can see some element of luck being put in for fun, but the tokens should be a 100% drop every time to reward your efforts in some way, but make the amount needed to buy a weapon higher. Even if I needed 50 of em, I'd have what I wanted by now.
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  2. #2
    Player
    Dawiichan's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    397
    Character
    Mijin Gakure
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by rekijitsu View Post
    The rates aren't the issue, not to bounce too off topic as its been a dead horse beaten already, but it is rather the RNG methods of obtaining said items. Some people put in 10 runs and get everything they want. Others put in hundreds for one thing. I can see some element of luck being put in for fun, but the tokens should be a 100% drop every time to reward your efforts in some way, but make the amount needed to buy a weapon higher. Even if I needed 50 of em, I'd have what I wanted by now.
    That's the problem though, luck = rates. If 100% chance tokens would be added into the system with an included chance of getting the item, not only will the token amount be increased, but the amount needed would probably equal the same as the worst possible outcome of the chance itself.

    In a company's eyes, content = longevity. There are multiple ways which it can be obtained, yet the way this community decided that it would get it would be through the one which would require the most luck. Even when they decided to change it for garuda, the amount of runs needed to get the tokens (between 20 to 40), the chance of getting a weapon through chance is highly probable before you attained all your tokens.

    Now ARR has shown that some content will have a token system. Unless it is only a token system, the rate and/or amount of tokens needed will still be based on the lock-out timer(most likely excluding leveling content since you should get the gear while you are progressing through your levels.) This is why games such as WoW have plausible returns, the amount of tries are greatly limited.

    Now for the OP. It is true that the servers right now are greatly stressed because of the horrendous coding which the current version has to process. I remember the amount of times I would rage when I would R0 in Ifrit and Moogle. Hopefully this issue will be fixed in ARR, but I haven't had the opportunity to test it out myself. However, considering the importance of the rebirth, SE will most likely fix this issue come 2.0.
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