I tink rng in that instance is bad. But WORSE in crafting/gatherig. It is highly frustrating when you have an 88% success rate but somehow manage to fail 5/5 gather attempts.
I tink rng in that instance is bad. But WORSE in crafting/gatherig. It is highly frustrating when you have an 88% success rate but somehow manage to fail 5/5 gather attempts.
We can already get item level 90 gear from tomes. I think the sense of self worth and fun you get from running with a group of people you can call friends should trump any item that you get.
Unfortunately everything is "easy" now. Titan extreme -> easy. Turn 5 -> easy. Minfilia's mom -> easy. Everyone sucks and only those with 1337 gear is good. Everyone else is trash <_< People you run with are things you use to an end.
RNG to me, is something extra. A cherry on top of your Sunday. That rare moment when your pet does something special to make you laugh. A random lucky bonus in recognition for a job well done.
What is it now? Something I have to have? If I feel that way about this game, I'm taking a break from it. Because I'm obviously not having fun from doing the content anymore. And why else would I play a game?
Behold: the power of Nuclear Fusion (http://na.finalfantasyxiv.com/lodestone/character/1578266/blog/546323/)
But coil already drop tokens since day 1...in which you can use to exchange for some of the best equipments in the game, which is same as allagan gears. Well ok, except for weapons.
Actually regarding to this, I myself have painfully gone through this RNG system and often did not get any coil drop as well. Thus I agree this kind of system can definitely help a person to obtain the coil loot he wanted. However...
I hope you all do remember what Yoshida mentions in his live letter. The reason why tome of mythology system was implemented and myth tomes was given at the end of the coil turn, which is 50 myth tomes. It is all for the purpose that the player is definitely able to obtain i90 items.
Ok let's put it this way, the reason why you want to conquer coil is to obtain i90 items. Thus is the same reason why the myth tomes were given after you conquer each turn of coil, it is to give those unfortunate people who did not get the coil i90 items a chance to obtain i90 by themselves from Mor Dhona merchant.
To be honest the cap of 300 myth was unrewarding enough and thus now they upgraded it to 450 which makes it easier and faster for people to get i90 items and not going through the pain and disappointing coil RNG system.
Ok this is all for the sake of obtaining the i90 item. However, some people are more greedy. They want what they call the BiS items for themselves. Now that thing cannot simply be made easy. As a matter of fact, many people are already so glad obtaining full i90 items on themselves regardless its BiS or not, but definitely considering the minority who is majorly upset because they could not obtain the BiS item that they wanted from coil, thus complain that coil RNG system sucks and etc.
TL;DR The current RNG system in coil and the 50 myth given at end of each turn ensures that each player are rewardable and not go back empty handed, and also guarantees the player to obtain an i90 item. It is only because of those wanted BiS this and BiS that they complain on coil RNG system. If you want the BiS, then don't expect to be spoon-fed, go thru that pain and one day when u obtain it, u will feel it is all worth the weeks wait and trials.
PS: I am one of those greedy guyz who wants the BiS items for my monk and dragoon, thus i know that kind of dissatisfaction despite having all i90s on both my chars. But well, I know it won't be easy and thus I have to keep re-planning the stats I wanted best for both my drg and monk.
Last edited by SilverRhythm; 01-10-2014 at 11:46 AM.
PSO sort of worked this way, but in truth it was really quite the same. The main reason Rare drops in PSO felt so plentiful is because 1) Special Abilities were the main draw of the weapon, and 2) A majority of the weapons (And honestly units as well) available in the game were usable across more than one class. So there was actually a very good chance you could find use for the item thats dropping for you.
But in later levels, once you became equipped with a decent set of weapons, finding that endgame "relic" type (or allagan in this game i believe) item was the same old praying to the RNG god. Eventually your bank fills up with dozens of copies of the same weapon you long since stopped caring about. But the most significant reason PSO got away with this (especially involving Alts) is because the only requirements based on level were armors, and MAGs let you significantly boost the strength of low characters.
So in PSO, finding weapons that you could never equip was always a good incentive to level alts, because the game rewarded the commitment of your Main and greatly encouraged the leveling of alts.
tl;dr
Nobody would [really] care about the issue of random drops if gearing/leveling alts was more a matter of what you own instead of what your level is. The armory bonus is neat, it speeds up your leveling process but still forces you to feel as if you're a newbie, regardless of what awesome equipment you have in your inventory.
IMO the armoury should not only provide the EXP bonus, but shave a scaling amount of levels off the equipment you can equip on alts. Say with a Bard at level 50, you have a -15~20 level requirement off all armor of Disciples of War. Maybe less for Disciples of Magic.
Last edited by Edellis; 01-10-2014 at 11:54 AM.
Almost every other game out there uses RNG, deal with it.
If there's one thing that sucks, it is the lockout system inside the Armoury system of this game, which doesn't make any sense at all. Making gearing up another class close to nonsense.
If the way to lock out. Should be by job, instead of by char.
True, I guess the lockout system is the problematic one.
[Off-topic] Well I still have never met a RNG system much worse than D****o 3 to be honest, barbarian weapon giving intelligence...pfft lol
Last edited by SilverRhythm; 01-10-2014 at 11:58 AM.
The reason it worked so well is because:
1) Like you said, gear wasn't just strict stat progression. The diversity afforded by having distinct items with defined traits and special abilities lended itself to being a collector.
2)At a certain point, you could be effective with pretty much anything, so, combined with point 1, it came down to a matter of taste as to what you used.
and the point most relevant to this discussion:
3) Essentially everything had a chance to drop a rare item. So even if you really wanted item X, you could happen across items A through W in the mean time and feel like you're still getting something awesome.
The fact that pretty much nothing came from some 'end-chest' (which would promote speed-running an area) was great too; you could get awesome stuff from normal enemies throughout all the levels.
PSO never appealed to me on the basis of alts; it was all the toys I could collect on my main that made it addicting. And finding a group of others to pass items we needed/wanted back and forth was great. I really do miss the bartering-based community that game had (granted, playing legit drastically reduced the number of people I could trade with).
:-(
Every mmo that will be released, people will complain about rgn when nothing goes their way.
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