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  1. #11
    Player
    Mazerat's Avatar
    Join Date
    Jan 2014
    Posts
    32
    Character
    Dianora Dawnshadow
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    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.
    (0)

  2. #12
    Player
    Moheeheeko's Avatar
    Join Date
    Aug 2013
    Posts
    757
    Character
    Asrah Stone
    World
    Behemoth
    Main Class
    Conjurer Lv 66
    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.
    (0)

  3. #13
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    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.
    (0)

  4. #14
    Player
    waca's Avatar
    Join Date
    Oct 2013
    Posts
    101
    Character
    Waca Waca
    World
    Yojimbo
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Mazerat View Post
    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.
    (0)

  5. #15
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by mythicrose View Post
    At that point, loot may well be determined by a token/voucher system versus class loot. All melee dps roll against each other for token 1, all ranged dps for token 2, etc. Boring system, but beats having a 1 in 15 chance of seeing an item one class can use, too, and then taking in to account the roll off against others for it.

    Edit : Another boring alternative is to further blend the classes and revert rolls to DoW/DoM need/greed by primary attribute. Strength first? Melee dps roll off. Vitality first? Tank roll off.

    Everyone in a given role would look the same (dragoon looking like a monk looking like other future melee dps), but may work out if the vanity system is good.
    They took out the token system is exchange for this system.

    People complained about having tokens in 1.23 and this was the replacement, a 100% drop-rate for items but a randomised drop-possibility and a Need/Greed system.
    (0)

  6. #16
    Player
    dejavutwo's Avatar
    Join Date
    Aug 2012
    Posts
    315
    Character
    Kuzie Kukuri
    World
    Cactuar
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Mazerat View Post
    I think either of those systems would be a huge improvement over the current--every piece of loot has an equal drop chance--system.
    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)
    (0)

  7. #17
    Player
    Moheeheeko's Avatar
    Join Date
    Aug 2013
    Posts
    757
    Character
    Asrah Stone
    World
    Behemoth
    Main Class
    Conjurer Lv 66
    Quote Originally Posted by dejavutwo View Post
    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.
    This is true, but the way I look at it, an undergeared tank or healer is more likely to wipe a party than an undergeared DPS.
    (0)

  8. #18
    Player
    Quiz's Avatar
    Join Date
    Oct 2013
    Posts
    318
    Character
    Quiz Noir
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kimikryo View Post
    and who came up with this shitty idea of a new wording? That is the problem with every MMO when it comes to gear farming. Nobody called it RNG. They called it what it was "Weekly grinding for loot until you get your drop for everyone in static"
    I think this every time I hear toon,taunt,threat,rez,realm,etc

    The list goes on!
    (0)
    Last edited by Quiz; 02-14-2014 at 09:24 AM.

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