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  1. #41
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Shura View Post
    A rep response on the issue would be nice, but then again we are discussing based on a translated interview summary, can't know for sure how it was worded in the original text or in what context. That being said, i certainly hope the the 3x a week is about the rolling feature and not the dungeon lockout, if it is dungeon lockout then that means they have not upgraded for their current system of forced random system side lottery where players who do not want something end up with items or items go to the floor since player alrdy has it.

    I really hate the forced random lottery the current primal fights have, it sucks getting items u don't want and can't pass
    I know how you feel in regards the primal fight looting system. A simple solution suggested countless times is to make primal weapons passable so that duplicates are not lost. The same would hold true for dungeons and raid boss drops which currently is the case.

    As far as the 3x lottery per week I really don't know what to say. If it is indeed a function that allows you to roll on an item of your choice thrice a week, then logic would follow that your "lottery roll" over-rides the random loot distribution system. In a sense this would be a /random feature integrated into the games looting mechanism for group events. Onthe one hand, I find it hard to believe that SE would implement a looting mechanism that allows a user to bypass the auto random distribution system in place. One the other hand, this could prevent ninja looting to a certain degree.

    On a side note: what if the random loot distribution system isn't as random as we have been lead to believe? Would it really be so strange to find that your achievement points increase your odds of getting loot dropped to you in primal/raid boss fights? (Just a side thought aroused by our communitie's tendency to /random for drops after the game has already "randomed" those drops to specific players....)

    Back on topic: Another possibility is that the reference to a lottery system 3 times a week is how often any given player is likely to obtain all 3 rare items dropped by a given boss - but this would seem absurd. Logically the odds of you obtaining items would be influenced by how often you raid so I think we can effectively rule this hypothsis out.

    Time and again the most logical hypothesis to this "lottery system", in my opinion, is that it's a reference to how often you can do any given dungeon. Given that dungeon's maps are being reworked and made significantly larger we can assume that they will take much longer to complete (perhaps 2-3 hours per run?). Also, given that we currently have Darkhold (lol), CC, and AV and will be given an additional new lvl 45-50 dungeon with Crystal Towers and roaming primals to top it off... It seems to me that we will have more than enough content to keep players busy despite a limit of 3 runs per week per dungeon.
    (0)

  2. #42
    Player
    Hanabira's Avatar
    Join Date
    Jul 2012
    Posts
    454
    Character
    Hanabira Asashi
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Actually yes it is bad because they could have use a system from another game instead of tokens. A point based system, and it would show progress as well as drop rare gear/items and than you would have points that you earn by participating in the dungeon and said points could be used to buy the other things that have yet to drop in run/s. What this system dose is slows other players down while catering to another group of players. The issue with this system is that it shows the current dev team cant make enough content to keep players busy, so what they are doing is limiting you on how many items you can get either per week or per dungeon (has yet been confirmed if it is in fact 3 per week regardless of if it was a different dungeon).
    ..you mean.. like letting people lot, and for gear they dont get.. give tokens so they can build up to it?

    it sounds like "i dont want an apple pie... but i want some sort of round baked thing with apples inbetween crusts
    (1)
    Last edited by Hanabira; 10-15-2012 at 11:48 PM.

  3. #43
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Elexia View Post
    Getting everything capped out and handed to you in under a week definitely sounds better for the longevity of the game rather than simply adding a token system to the current system. Guess we'll see how fast people complain about blowing through all of the games content.
    One could argue that one persons longevity is another persons forget that i'm going to go do something fun, Like smash my head in with a hammer.

    Every person I know that has run this dungeon grind for dl has one thing in common they hate av and cc with the passion of a thousand burning suns. Thats not longevity, its making people hate your game.
    (5)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  4. #44
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Griss View Post
    One could argue that one persons longevity is another persons forget that i'm going to go do something fun, Like smash my head in with a hammer.
    The only good thing about hitting your head with a hammer is it feels good when you stop...
    (1)

  5. #45
    Player
    Shura's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Shura Raizen
    World
    Balmung
    Main Class
    Archer Lv 80
    Quote Originally Posted by Matsume View Post

    Time and again the most logical hypothesis to this "lottery system", in my opinion, is that it's a reference to how often you can do any given dungeon. Given that dungeon's maps are being reworked and made significantly larger we can assume that they will take much longer to complete (perhaps 2-3 hours per run?). Also, given that we currently have Darkhold (lol), CC, and AV and will be given an additional new lvl 45-50 dungeon with Crystal Towers and roaming primals to top it off... It seems to me that we will have more than enough content to keep players busy despite a limit of 3 runs per week per dungeon.
    You have to remember that a good number of hardcore players won't need CC/AV unless they want all the gear sets, a good number of people on my server alrdy have at least 1 set. Also we would have to assume that the items dropped in the new dungeons are worse then what AV/CC offer and that darklight is still the best gear to obtain. I'm not sure how i feel about 2-3h dungeons, i mean thats a really long time for a lot of people, on top of the time it takes to gather and setup, it might work out if re-entry is limited like Dynamis.

    For the loot system, long as drop rates are not horrible like it is now and we have the option to pass items we don't want or need, i think anything is fine. I used to play long hours in ffxi(10h+) and spent an insane amount of time in ffxiv this summer, did hundreds of AV/CC runs and only got 2/4 on my set... thinking back now, feels like i wasted my entire summer. I don't want my experience in 2.0 to be like that, where you waste time trying to acquire something. Being a university student, i can't do that during most of the year and would prefer a loot system that does not require an insane amount of time and luck to acquire. That does not mean i want everything handed to me, i would just prefer more difficult content and being rewarded for completing it, rather then having simple content that you spam/grind for an insane amount of time to get rewarded.

    Would take lockouts and guaranteed drops over free entry and 0.001 drop rates anytime.
    (4)
    Last edited by Shura; 10-16-2012 at 01:05 AM.

  6. #46
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I'd prefer the lockouts with guaranteed loot every time. I wouldn't feel pressured to run the same shit every night and can actually do other things, such as gathering or crafting, when I want to.
    (4)

  7. #47
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I'm missing something can someone show me the part where tokens cant be used for the good stuff.

    Which would be a horrible idea, as players wouldn't do content unless their roll was up.

    Also the roll to win idea is really bad, you shouldn't get 3 rolls you should get X amount of items. If you "get" the random dropped item then you are locked out from rolling - rather than being able to roll 3 times but also fail those 3 times (getting nothing).

    I.E. infinite rolls until you get an item, then a lockout till end of the week.

    Leave RNG in the dust, its a stupid obfuscation.
    (0)
    Last edited by Shougun; 10-16-2012 at 03:47 AM.

  8. #48
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Shougun View Post
    I'm missing something can someone show me the part where tokens cant be used for the good stuff.
    I think it's just an assumption. I imagine it'll work like how things are now on Garuda totems: 2 (or whatever they decide) are guaranteed to drop every successful fight, ON TOP OF guaranteed drops of x amount of weapons. So even if you have horrible luck in getting one of the weapons you want to drop, you'll at least accumulate enough tokens to eventually buy the one you really want. If you're constantly running the content, you'll eventually get everything, just with way less RNG involved than say Darklight.

    The caveat to this is it sounds like you'll be restricted in how often you'll be able to run content since loot drops are guaranteed every fight.
    (2)

  9. #49
    Player
    Shura's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Shura Raizen
    World
    Balmung
    Main Class
    Archer Lv 80
    Quote Originally Posted by Shougun View Post
    I'm missing something can someone show me the part where tokens cant be used for the good stuff.
    I forget where but i remember reading somewhere that tokens can be exchanged for items similar to the rare drops but not exactly the same. I figured it would be something similar to NQ and HQ gear, HQ being the drops and NQ being what u get with tokens, almost identical in every way except the stats are a bit better on HQ. <<< this is my Opinion based on what we know now.
    (1)

  10. #50
    Player
    Sabaku_Usagi's Avatar
    Join Date
    Mar 2012
    Location
    Limsa Lominisa
    Posts
    275
    Character
    Sabaku Usagi
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    If you were to run with the idea that only one person would use their /random each run, then that would mean potentially every person in your linkshell could get 3 items a week. With 24 man content, that would require 24-36 runs per week assuming the same people participated each time.

    You would need to run 3~5 runs a day, which given the normal raid times are usually 3-6 hours long seems pretty reasonable for any endgame linkshell. This system seems a lot more fair, since you are limited by SE rather than limited by your LS or PUGs. I'm wondering if this wouldn't hamper PUG groups though, since people might not want to waste their randoms against someone if they know their LS won't fight them for the item.
    (0)

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