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  1. #1
    Player
    Shwang21's Avatar
    Join Date
    Sep 2013
    Posts
    4
    Character
    Karla Von
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50

    A suggestion on item drop rate problems!

    I been talking to a few friends about this for a while now... The drop rate problem effect many players i talked to..... So I was thinking instead of letting us run repeatedly in a dungeon for one item drop... why not put up a vendor outside of dungeon or in town that sell green/blue items from that dungeon with a currency base on how many times you run that place...

    For example.... I ran Broyflox over 100 times myself and only seen the battlemage's robe drop once and lost the roll.... instead of doing that why not place a vendor outside of Broyflox sell the robe with 25 runs count... so i don't have to head in there mindlessly and not get anything.... This way it eliminated the unnecessary feeling of grind the same place over and over again.... so players don't end up burning out themselves and quit the game soon after..... And as far as raid instance like CT... if you buy an item off the vendor then you are loot lock for the week....
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  2. #2
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I think the problem would be that it would stop people from needing to run the dungeons and make them even more deserted.

    Say there's one person who needs it to proceed, and three more people join just for the drops. Party is complete and they can head in.

    Say the same person is looking for dungeon completion to proceed mission-wise in your case, and the three people who would otherwise have joined and given the first guy progression would now just stand outside and buy the gear they need and leave again, essentially leaving the first person high and dry.

    Brayflox (and many others) are terrible dungeons. No one runs those for fun, they run them for the drops. If you take away the need to run the dungeons for the loot, no one is going to do the dungeons anymore, even if there was a prerequisite number of runs they would have had to to before that. People take the path of least resistance.
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  3. #3
    Player
    Shwang21's Avatar
    Join Date
    Sep 2013
    Posts
    4
    Character
    Karla Von
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50
    Hmm.... you do have a good point..... I haven't give much thought about how people would exploit it....

    However i think i wasn't clear about the run counts..... what i meant by it is each run count can only be gain at the very end of the dungeon run... when duty complete showed up on the screen....

    Also for the items bought from vendor.... I meant each piece of item cost a certain amount of run count to purchase.... and once a piece of item is bought... you loose the run count you just spent.... In a way it is like the tombstone system we have.... but targeting the really low drop rate items...

    I think what I'm trying to achieve is... figure out a way to eliminate the feeling of heading in dungeons with the unsure feeling of whether the item will drop and what if i loose.....

    Well I really think its ridiculous when a person ran the same dungeon 100 times for 1 item drop and still not get it....
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