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  1. #1
    Player
    Minai's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    9
    Character
    Minai Strife
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Reynhart View Post
    Imagine if the "gambits" list a series of actions that "you should have done" while progressing in the dungeon. (Since it's a bunch of "If...then", it reacts dynamically). If you did 100% of what "you should have done", you get à 100% drop rate. If you "missed" 50% of the "good" actions, you get a drop rate of 50%, etc...Everyone will try to hit a "perfect score".
    OR you could just learn your job.

    Personally I don't think a list of "what you should have done" actions is the best way to go about this. It would be much like learning the combos in Mortal Combat, or any other combo-based game really, and after about four runs through the dungeon, you'd just be able to play your mini DDR game of "match the combos" blindfolded. That doesn't suggest much of a challenge, but rather, routine. I also don't think drop rates should be affected by the amount of damage you do or the number of combos you preform. Dungeons take a team effort to complete it. It doesn't matter if you are new or a veteran group to a dungeon/boss fight/ etc. It has always been based on team work (and an extremely random item generator). The reward was the time bonus. If you completed this AV in this amount of time, then MAYBE the generator would be nice and drop a Corselet.
    (2)

  2. #2
    Player SkyeWindbinder's Avatar
    Join Date
    Aug 2012
    Posts
    1,256
    Character
    Skye Windbinder
    World
    Masamune
    Main Class
    Conjurer Lv 67
    Quote Originally Posted by Minai View Post
    OR you could just learn your job.

    Personally I don't think a list of "what you should have done" actions is the best way to go about this. It would be much like learning the combos in Mortal Combat, or any other combo-based game really, and after about four runs through the dungeon, you'd just be able to play your mini DDR game of "match the combos" blindfolded. That doesn't suggest much of a challenge, but rather, routine. I also don't think drop rates should be affected by the amount of damage you do or the number of combos you preform. Dungeons take a team effort to complete it. It doesn't matter if you are new or a veteran group to a dungeon/boss fight/ etc. It has always been based on team work (and an extremely random item generator). The reward was the time bonus. If you completed this AV in this amount of time, then MAYBE the generator would be nice and drop a Corselet.
    Well said.

    Not to mention the fact that it would be extremely hard to maintain such a system, seeing as how there are a lot of groups that are extremely diverse. For starters, if it's based on how much damage you do, then does that mean healers don't get a shot at the drop? Or, if damage dealers get a shot at a drop that's for damage dealers and healers get a shot at items that are for healers, then what about off healers? Off healers simply don't get a shot at the item? What about the damage dealers that have a healing ability and serve to heal in case of a crisis , like the death of the main healer? They don't get a shot at either kind of drop because they played the "jack of all trades" role in the fight? Then there's the tanks. Their job is to absorb damage and taunt the enemy, not to hurt the enemy all that much, that's for the damage dealers to do. And certainly not for healing. So, what do we base their drop rate on? How much damage they absorb? And what about if the tank doesn't do his job well and a healer or DD dies and they can't heal or DD for a good portion of the fight until they're rezzed? Does that mean they simply miss out, even though it wasn't their fault they died?

    See, too many factors to consider. Too many things can happen to base a drop rate on a score of how everyone did in a dungeon run. It's a bad idea.
    (0)
    Last edited by SkyeWindbinder; 12-26-2012 at 12:40 AM.