lol, Luck is fun...
Yeah wonder how many of those people ever did Diorite farming in Sky (FFXI) because that was just OH SO MUCH FUN.
lol, Luck is fun...
Yeah wonder how many of those people ever did Diorite farming in Sky (FFXI) because that was just OH SO MUCH FUN.
If you're expecting an honest answer to that question, don't hold your breath. Random Number Generators are, for some psychotic reason, beloved by elitists who have that overwhelming need to feel like they're superior to other players (witness the thread badmouthing those who prefer getting AF2 Myth gear to Allagan gear). It's silly, to tell the truth.
What most people refuse to admit is that players had to drag Tanaka & Co. kicking and screaming from their stubborn belief that RNG was all the game needed to make XI's events last. It was like pulling teeth, but eventually the developers started to realize this wasn't the way to go long-term. Drops from Dynamis were increased (far later than it need to be), Assault introduced point systems for gear (although not in the most streamlined form), Abyssea presented gear that were upgradeable for seals/+2 items (though the efficiency was questionable when a group couldn't be had). Luck and skill need to be balanced out when it comes to rewards for battles.
Point systems for gear, yeah that's good. Then this is what is gonna happenDrops from Dynamis were increased (far later than it need to be), Assault introduced point systems for gear (although not in the most streamlined form), Abyssea presented gear that were upgradeable for seals/+2 items (though the efficiency was questionable when a group couldn't be had). Luck and skill need to be balanced out when it comes to rewards for battles.
People discontented with the point/seals system giving so little/limited in a week ---> People complain ---> Devs raised the points cap ---> People started gaining the gear too easily ---> People complain its too easy to get the endgame gears ---> People get bored and quit ---> Devs reduced points cap again ---> (Repeat Cycle)
points systems or RNG, its all the same, its just an endless cycle of complains.
I liked v.1.0 loot system for primals. A possible random drop to everyone's loot list of a weapon and also a possible drop of a nut/vortex/totem where you could sell it/gift it immediately by passing it to another's loot list or keep it for yourself. If coil was like this, personal loot lists with random chance of drops, not 100% and also a coin system where one could store up 10 or so and by w/e piece of gear they wish from that particular turn, would be awesome, great and would minimize QQing.
Maybe I missed it but you pretty much suggested a Token system instead of an RNG system. We already have a token system with i90 gear so I mean? Unless you're proposing that it does some tokens and some RNG which is fine by me. The CT is the most rewarding because it has a combination of both. Don't forget one major flaw in the RNG system too though: if you don't get the piece of loot, everything was a waste of time essentially. Should you make a game where players felt like it was a waste of time?
Don't know about this part as I am no elitist, but personally, I feel more excited getting a random drop than thinking "three weeks more and I get x gear".If you're expecting an honest answer to that question, don't hold your breath. Random Number Generators are, for some psychotic reason, beloved by elitists who have that overwhelming need to feel like they're superior to other players (witness the thread badmouthing those who prefer getting AF2 Myth gear to Allagan gear). It's silly, to tell the truth.
I'm used to farming drops on RO where essential stuff had 0.01% drop rate![]()
Dem cards. Those refines. Honestly, that game was a bit too much for me. In this game, at least I will never have to worry about my end game gear breaking on me.
But sure felt good whenever cards dropped. Even if it wasn't one of the super rare ones.
Behold: the power of Nuclear Fusion (http://na.finalfantasyxiv.com/lodestone/character/1578266/blog/546323/)
If you're expecting an honest answer to that question, don't hold your breath. Random Number Generators are, for some psychotic reason, beloved by elitists who have that overwhelming need to feel like they're superior to other players (witness the thread badmouthing those who prefer getting AF2 Myth gear to Allagan gear). It's silly, to tell the truth.
What most people refuse to admit is that players had to drag Tanaka & Co. kicking and screaming from their stubborn belief that RNG was all the game needed to make XI's events last. It was like pulling teeth, but eventually the developers started to realize this wasn't the way to go long-term. Drops from Dynamis were increased (far later than it need to be), Assault introduced point systems for gear (although not in the most streamlined form), Abyssea presented gear that were upgradeable for seals/+2 items (though the efficiency was questionable when a group couldn't be had). Luck and skill need to be balanced out when it comes to rewards for battles.
Funny that you bring up Abyssea. I'm one of the few people I guess who really loved that content more than almost anything else in the game. Partly I guess because it had been nearly a 3-year lull from the time WotG launched, but it was just so much fun and it actually rewarded you for the time put in, unlike most of XI's other content (which was always my gripe with XI - not that stuff was too hard, but the game's over-reliance on the RNG that typically skewed time vs reward greatly against the players whereas Abyssea directly rewarded effort and skill with only some amount of luck involved). It's unfortunate that it also ushered in the "modern MMO syndrome" as I like to think of it and basically shattered 7+ years worth of content in the process.
There's already a token system in place. It's called myth tomes. The items might have different stats but the main stats are the same, except the Allagan weapons.
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