
I can't speak for you or others. I've been using and hearing RNG for loot since Everquest. Weekly loot grinding is more akin to a token system, imo, such as our mythology grind.
Error 3102 Survivor
I think this every time I hear toon,taunt,threat,rez,realm,etc
The list goes on!
Last edited by Quiz; 02-14-2014 at 09:24 AM.

Having drop-chances equal across all the classes is unfair on at least two levels. First, tanks, healers, and casters share loot while DRG/MNK/BRD don't so, on average, you'll get enough loot to gear up two BRD/DRG/MNKs in the time it takes to gear up one tank/healer/caster. A fairer loot distribution would have a tank/heal/caster/brd/drg/mnk distribution of 22/22/22/11/11/11%.
Even then, though--as the OP pointed out--the game is largely designed around groups with two tanks and two heals so you could imagine an entirely equitable loot distribution looking something like 25/25/20/10/10/10%.
I think either of those systems would be a huge improvement over the current--every piece of loot has an equal drop chance--system.
I must had missed something - but pardon me if I ask where do you get the idea of current loot system is a "every piece of loot has an equal drop chance" system?
In one of the devs letter or mod reply? I still can't believe any devs would give out those numbers.
Assuming a normal setup of 2 tanks, 2 healers, and 4 dps the 25/25/20/10/10/10 is horrendously skewed towards gearing tanks and healers. The chart below shows the best-case (no competition) and worst-case (rolling against 1 other for tank/heals, against 3 others for dps) for each roll. I don't know if it is possible to get it perfectly even across all classes in the average-case, but the way it is done now is simple and relatively close.
..................Tank/Healer....Caster............Other
Current:......(16.6, 8.8)......(16.6, 4.1)......(16.6, 4.1)
Proposed:....(25, 12.5).......(20, 5)...........(10, 2.5)
To me, the loot system is fine in the terms of party makeup. The only thing I would change is for higher level gear to switch to a token system a la WoW (where armor comes from tokens that work for different armor types and have weapons and accessories be the only thing that drops directly) and for primal weapons to have the same system, or at least increase the number of simultanious drops. That run for my ifrit lance on my dragoon was painful.


I think a token system would be better, like what they've done with the EX modes. I tank in our FC coil group, 3 drops for my dragoon but none for my tank. That's not really fair to all the people who have been grinding for certain pieces for months, but with a revised system they could actually get what they've been looking for.
If the intention for RNG is to make people play over and over again, then just set the amount of tokens earned appropriately. IE, if the intended success rate is 20%, then (earning 1 token per turn, excl turn 3, maybe 2 tokens for turn 5) have each item cost 5 tokens.
It is nice if you get a couple drops in a row, but so not nice grinding months for no drops. Need more balance.
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