The tokens werent even close to garaunteed and were rarer than weapons, and only one person got it when it dropped. I had 4 ifrit weapons before I saw my first one.They had this back in 1.0, with primal weapon drops. You'd get a rare chance to see a random weapon drop, but everyone would get tokens after each fight. After about 20 kills or so, you were able to purchase a weapon of your choice by handing in the tokens. Since coil is not spammable with the weekly lockouts, I'd like a system where you can spend 3 tokens on an item of your choice. 3 weeks is a good enough wait for a piece that will become irrelevant within 3 months.![]()
The current system without doubt is bad, very bad. It is not fair for anyone. However, I would like to suggest another approach to fix the issue instead of tokens. Smart RNG instead of the broken not so random system we have now. All they have to do is count double chances for double jobs instead of spamming us with DRG and MNK gear when only one person can use them. There should be lower chance on getting gear for a job that is not in the party. Repeated loot for more than two times should not happen as often as it does atm. Small tweaks would go such a long way in improving a very bad current system.
Are you sure? Because I got my only Garuda weapon through tokens, and I didn't have anybody passing tokens to me. I also didn't kill her that much because players on my server were absolute garbage.
There is no system that will make 100% of their player base happy.
They are better off just leaving it be.
- Lessening the odds of MNK / DRG / BRD gear from the RNG would make those jobs upset for not seeing gear as often, and then the flood of Tank / Healer / Caster gear -
- Only dropping gear that is in current party set up, What if you came as an ALT, because that is what job is needed for the group. Then your Main wouldn't get any chance for drops -
- Token System, Everyone gets a trophy, content you clear and gear you obtain is less memorable, because you are guaranteed highest iLv gear. -
Something I would like to see is the Turns being as long as normal Dungeons. Not just Boss Fights. Turns would have 2 mini boss with Final boss. Mini Bosses drop Accessories / Main Boss would drop Armor / Weapons. Don't make just the Last Turn drop Weapons, Sprinkle them in earlier Turns. Maybe they are BiS for some classes and not others. Maybe Allagan Chest for Tank is best and Healer isn't, so Tank Chest drops in final Turn. This would increase the likelihood of getting items and make all Turns have Value.
two simple ideas that would reduce the frustration:
Individual coffers: They already did this in 1.0 for the faction leves. Basically each person would get their own 'coffer' so there is no ninja looting or 'pass' for my friend... err person with more DKP crap.
a simple rng of 1 - 100, type system: if the rng is
- 1 - 20: 200 myth tombstones
- 21-80: 50 soldiary tomes
- 80+: piece of gear for current job
This also solves another issue: I90 <job> with no skill. if you want blm gear then you actually need to be good enough on that job to earn it. I have seen too many high ilvl geared players which couldn't beat hydra on that job but are BiS.
In 1.0 there was no passing though. Everyone got a random item, normally grade 5 dark matter. That was a big complaint back then, you could get a weapon someone else wanted and have no way to give them it.
EDIT: Here is an example of the primal loot drops from 1.0
https://www.youtube.com/watch?v=Y7GfjAeYXZ4#t=699
Notice how he hits the chest and gets his stuff, no rolling? You can also read the party chat about how someone else hit it and got a weapon.
That was like that for all 3 primals, and the tokens were rare as hell.
I still have the 3 I got from running Ifrit several times per week since the fight was introduced until 1.23 shut down. :\ Also kept all the weapons too though. lol
Last edited by Bigpurpleharness; 03-24-2014 at 02:59 AM.
1.0 Garuda always gave tokens on kill.
Moogle and Ifrit were random tokens.
You couldn't pass the weapons but you could pass the tokens by going into your loot list, at least for Garuda, not sure about the other two.

I agree with some kind of token system. Since the new tomes gear is going to be 10 ilvls below allagan stuff, allagan is now a definite upgrade it would only be fair that less random loot system be implemented.
In our current static of 8, 4 of us have the entire caster and drg allagan sets for secondary jobs yet we only have one guy who mains a casting job and no one playing drg main.
I would be fine with adding a token system. You do the same content as everyone else, but what may take them 1 kill to get may take another person the whole 6 months, which is what I hate about this RNG right now. Also so not get me started that bards got screwed over in 1-5, every other class had 3-3-3-1 items per each turn of coil, without looking at which chests drop which to cover the spread bards got 2-2-3-3. What it the world was SE thinking making T1 and 2 only contain 2 bard items per 3 for every other class. It is alright though bard has a 33% chance in T5 to get something out of the non weapon chest. But more on target here, I always believed that that token system in 1.0 was fair because you put the same time in as everybody so why not give you a glimmer of hope that you may get something someday and not wait 5 months and still not even see 35% of 1-5 loot for you class or any class. I believed that the 10 kill achievement for T5 should have had a pick whatever weapon as a reward so at least after 2 and a half months you would have your primary class weapon, but no it is 2014 and SE is using a dead RNG system. Even have a smart system that will only drop items for jobs that are in the party. At the very least SE consider this token system because this is punishing now and I do not want to pay to play a RNG lottery.
RNG is a major factor in end game raiding and is intentional as part of it's design. It's been stated by developers in other games plenty of times that you cannot simply remove it compeltely because it would actually detract from the overall experience. Part of the excitement of raiding and killing bosses is getting the loot, and when all that drops is tokens and not actually any real pieces it devalues the loot excitement/anticipation. Not only that, but RNG is a key factor in stretching out content for as long as possible to keep you coming back. Otherwise you would always get your full set in X weeks, and your whole group would have no reason or motivation to continue doing the content.
That being said, with this game in particular having only 4 bosses per tier in coil, that means there is like over twenty pieces of loot that can drop for each turn which makes drop rates absurdly low for getting a specific piece. This is particularly bad with weapon drops for t5, where 9 different weapons (all of which can only be used by one class) drop and only one drops per kill with a 1/9th chance of seeing the weapon you want every kill. My group in has seen multiple repeats of weapons that are literally wasted, while other weapons we have yet to see at all for months.
What they need is a combined token trade in system. Where instead of a boss having a chance of dropping say, allagan tank gloves, caster dps legs, ect., it would drop a DoW or DoM glove piece token or leg piece token instead. However it should still only have a chance to drop a token not 100% every kill. This should also only apply to Helm/chest/gloves/legs/feet and not accessories. Since the number of total items that can drop from a boss would be reduced by token sharing, you would a higher chance of seeing the accessories you need by default.
Weapons on the other hand, since the only drop from one final boss (unless that is changed for 2.2 coil), should be dropped in their own token in the form as say, a crafted material or relic or w/e that has a 100% chance to drop every kill, but can be turned in or crafted into a weapon. That means it would take 2 months for a group to get weapons for everyone in the group before any weapon drops would otherwise be wasted. And keep in mind that that's 2 months from the moment a group is finally able to down the final boss on a weekly basis, which will take many groups a long time to get to if ever.
Orrrr... they could just have double or triple the amount of bosses like they should have and spread the loot out more. But I doubt we will ever get more than 4 a tier. 4 bosses is the lowest boss per tier amount I have ever seen in a game.
Last edited by HaiHai; 03-24-2014 at 08:43 AM.
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