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  1. #1
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Jynx View Post
    On this tangent that RNG is is utterly evil and needs to be banished from the face of the earth. What then when you have completed everything what is the long term goal?

    You kill Ifrit 10 times bam got your axe, screw ever touching him again becasue there is no reason to do so, unless it's to make a rare materia you can't get elsewhere it still puts a finite number on "HOW MANY TIMES I MUST DO ____" It essentially turns the entire god damn game into the essence of "Fetch quests that everyone hates"

    Kill the Moogle king 10 times
    Kill the Moogle king 20 times to get Shiny materia as well

    I don't mind being able to progress while playing the game but I do like to leave some things up to chance, or at least give me a option where taking a chance can yeild better results than just slogging it out. People are so unhappy that there is a chance they might be "That guy" who gets burned by %'s and whatnot while I fear being "That guy" who didn't hop on the update wagon and can't find a single damn person to do X-new mission with because everyone is finished that shit and yelling at SE for the next patch.

    Right, but the problem is Square-Enix as a whole (I'm lumping the bulk of XI in here, save for most of Abyssea which actually had very good drop rates all around - Matsui be praised lol) is that they just love to set the minimum too frigging low.

    Yes I agree there needs to be some element of chance involved, or else it just becomes stale (unless the challenge is exceedingly great, such as Darnus Hard etc. where you can justify giving out the reward 100% either as a drop or quest reward).

    Again I refer to a point in my post - it's not just that we're at the whims of the RNG, but we're subjected to it on multiple levels when trying to obtain materia.

    Let's use Demilune Bhuf as an example.

    It's a lv 48 weapon, so that means at least a Tier 3 Materia with a good chance of a tier 4. RNG #1. It's an Axe, so that means you can get 1 of 8 possibilities - RNG #2. Now of those 8 possibilities, only 1 is really worth big money (Savage Might), the rest are just decent~good. (Belts have a staggering 15 possibilities, which is completely absurd IMO - that really needs to get fixed.) Finally, there's the varrying parameters, RNG #3.

    That's a hell of a lot of gambling going on for just a single item, which just isn't right. This is why I strongly feel the kinds of materia you can get based on the type of item being converted either needs to be significantly narrowed down, or give us some way of either choosing or at least influencing which materia we get.

    Theoretically, I could score a bunch of savage might in a row and be filthy rich - or I could get nothing but DEX Materia and want to /wrist.

    I pity anyone who tries to regularly SB and convert Cobalt Plate Belts (I don't think anyone has ever bothered to convert a Vanya? I mean why would you?), or God help you Primal Weapons...

    Which is another thing. If you're going to let us convert certain rare items like that, they seriously need to only turn into 1 specific kind of materia, otherwise it's just ridiculous.
    (0)

  2. #2
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by NefGP View Post
    Right, but the problem is Square-Enix as a whole (I'm lumping the bulk of XI in here, save for most of Abyssea which actually had very good drop rates all around - Matsui be praised lol) is that they just love to set the minimum too frigging low.

    Yes I agree there needs to be some element of chance involved, or else it just becomes stale (unless the challenge is exceedingly great, such as Darnus Hard etc. where you can justify giving out the reward 100% either as a drop or quest reward).

    Again I refer to a point in my post - it's not just that we're at the whims of the RNG, but we're subjected to it on multiple levels when trying to obtain materia.

    Let's use Demilune Bhuf as an example.

    It's a lv 48 weapon, so that means at least a Tier 3 Materia with a good chance of a tier 4. RNG #1. It's an Axe, so that means you can get 1 of 8 possibilities - RNG #2. Now of those 8 possibilities, only 1 is really worth big money (Savage Might), the rest are just decent~good. (Belts have a staggering 15 possibilities, which is completely absurd IMO - that really needs to get fixed.) Finally, there's the varrying parameters, RNG #3.

    That's a hell of a lot of gambling going on for just a single item, which just isn't right. This is why I strongly feel the kinds of materia you can get based on the type of item being converted either needs to be significantly narrowed down, or give us some way of either choosing or at least influencing which materia we get.

    Theoretically, I could score a bunch of savage might in a row and be filthy rich - or I could get nothing but DEX Materia and want to /wrist.

    I pity anyone who tries to regularly SB and convert Cobalt Plate Belts (I don't think anyone has ever bothered to convert a Vanya? I mean why would you?), or God help you Primal Weapons...

    Which is another thing. If you're going to let us convert certain rare items like that, they seriously need to only turn into 1 specific kind of materia, otherwise it's just ridiculous.
    Basicly, RNG on top of RNG on top of RNG on top of RNG . . . it doesnt need to be that way and needs to go.

    A good way to try to get what type of materia we want to create without making it too easy is to get to select a catagory of materia when converting, and what materia in the category are viewed.
    (0)
    Last edited by Reika; 09-28-2012 at 11:15 PM.

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