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Thread: Coil Loot Sytem

  1. #51
    Player
    KarstenS's Avatar
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    Aug 2013
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    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Yeah. Ran in our regular timeslot. Got our 8th Monk body today.
    (0)

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  2. #52
    Player
    Edeline's Avatar
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    May 2014
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    381
    Character
    Oerba'dia Vanille
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    One player in my static is in the same position. Haven't seen monk drops in several months now. It's depressing waiting a whole week to be let down, 1 more week, acumulated with months. Some pieces are just for vanity, but others are really needed because of the accuracy, something that lacks on soldiery monk set, so the even the "equivalent" pieces are trash.

    You know it's fun how someone mentioned the token system, I was thinking about that long ago. Dropping a token from each turn (Rafflesia's Leaf, Melusine's scale, etc, you name it) and only being able to purchase gear pieces dropped from those certain turns with their corresponding tokens, needing like 5 or 6 tokens per piece (if in 2 months you haven't dropped ONE piece, getting one for free after you've farmed your a** off on that turn, I think you deserve it finally). It also lets you get gear for other classes because you can't play them on endgame thanks to lockouts.

    Some people may say that if we're able to purchase our gear, people would gear up so fast and stop doing coil. But if you think about it, getting a full set with this method, it would take you longer than coils have been up since their release.
    (0)

  3. #53
    Player
    Nutz's Avatar
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    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    I'm a bit torn on this issue. I like that they implemented sands/ oils through coil (though making them significantly more obtainable through hunts 3 months later was odd), but I felt they were too gated. 4 upgrades between 8 people for a full clear of SCoB was rather meager, especially since you could only upgrade gear previously purchased with soldiery tomes that had their own lockout.

    On the one hand, i110 soldiery stuff, regardless of secondary stats, is more or less equivalent to coil 2 gear. Aside form accuracy, secondary stats don't have a very dramatic effect -- nowhere near the effect that the increased primary stats have. On the other hand, having a system that allows certain people (and eventually all participants) to go unrewarded in practice for completing difficult content is obnoxious. I'm not sure that this can be remedied without a cumbersome and potentially exploitable system, but then again I'm not sure the 'exploits' would be unjustified. Something, perhaps, where you voted on what class gear should drop before you start. Initially everyone would likely just vote for their own class, but once you had everything you could get from that turn you can start voting for other classes to take your own class out of the loot table.

    A system like this would allow you to specifically gear classes that had thus far been underrepresented, but it would also make selling turns much more enticing and potentially open the door to loot bullying in some groups.

    Having large, randomized loot tables is fine for repeatable content, even knowing that early in the game I went through roughly 50 Garuda HM battles without seeing my weapon drop, but I feel it's a bit less appropriate for weekly lock out content. Finding an equitable compromise between being rewarded 100% of the time and 0% of the time can be difficult. I would personally be fine with a system that was 100% token based, just like tomestone distribution. Clear a turn, get your tokens, spend them how you like (each turn having its own tokens). A lot of people would not like this as it puts a fairly definite shelf life on the content and removes the excitement of FINALLY getting your drop. It does completely prevent people being left out though.

    There are other solutions of course, like only allowing drops for classes currently participating, but that blocks some secondary class gearing as well as not preventing the problems with duplicate drops week after week that several people experience. A combination of the vote system and the currently played class system might work very well for most cases. Essentially the game could check what class everyone is playing and remove from the loot table any classes not present. Further it could check the inventories of the players and their retainers to deduce what equipment has already been obtained and remove those form the loot list as well (being careful to, for example, check that both the BLM and SMN had the caster's ring before removing it). In the unlikely event that all loot is removed from the table after these checks, loot from unplayed classes is reintroduced. This system might break down at the point where all players already have all items available from a turn, but I'd imagine it's completely unrealistic to expect that people would even be bothering to play through a turn at that point (it would necessarily be removed from the weekly lock out by the time everyone has everything without a concerted effort between multiple groups to engineer this scenario).
    (1)
    Last edited by Nutz; 10-16-2014 at 03:49 PM.

  4. #54
    Player
    Sapphic's Avatar
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    Oct 2013
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    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Personally I prefer having both methods, the constant, predictable tomestones and the random drops in coil. That after having the lowest drop rate of gear in coil for all classes, finally got the MNK hat last week and earrings week before from months of clearing. For a long time was running coil with 90% upgraded sol gear.
    (1)

  5. #55
    Player
    Endemerrin's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    487
    Character
    Sylve Lowen
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    It's certainly annoying. I think at last count, our static has seen 33 tank drops (split between two. Tons and tons of repeats, of course.), 31 bard drops (We have one bard. Half the group has more bard gear than they know what to do with), 22 healer drops split between two people, 13 monk drops (accessories included), 14 caster drops (again split between two), and 11 dragoon drops. Something close to that, anyway, last I looked at our spreadsheet. RNG is RNG, but those numbers are just kind of absurd at the end of the day. We've seen more bard gear than monk and casting combined, and that's just lame. Doubly so when we have two casters. Most of the gear we see is just repeat drops, anyways. It's to a point where we regularly see items drop to the ground because no one wants them and/or cares.

    We've been running BCoB2 since about april as we got a late start, and this week was the first week we ever saw the casting ring from T6, and the casting gloves from T8.

    This loot system blows in my personal opinion, everyone in my static absolutely hates it, and it's actually drove a few to flat out quit because it's the same mindless grind for repeat drops that either fall to the ground or go into some one's inventory, never to be used.

    Some people like it, but I know pretty much everyone I play with hates it. We deal, though, because it is what it is. SE doesn't seem like they're going to change it any time soon.
    (1)
    Last edited by Endemerrin; 10-16-2014 at 05:02 PM.

  6. #56
    Player
    Aldora's Avatar
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    Mar 2011
    Location
    Gridania
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    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    In WoW, they introduced a new system in the Mists of Pandaria Raid Finder which i personally liked. Personal Loot and Charms of Good Fortune.

    Personal Loot:

    When a boss was killed for the first time each week, every player had a fixed percentage chance of receiving a loot item. For each player, the game would decide whether the player would receive loot. If so, the game would then select a class- and spec-appropriate item from the boss's loot table and immediately deposit the item into the player's inventory. All players who did not receive a loot item will instead be issued a bag of gold.

    Even though Bosses could only be looted once per week, they can be run as often as desired. (Something like our Crystal Tower Loot Rule)

    Charms of Good Fortune:

    The (Lesser / Elder) Charms of Good Fortune, when used, would give players a second shot at a chosen boss' loot table. When a raid group defeats a boss, each player in the raid will be prompted to use one of their Elder Charms for a chance for extra loot. Internally, when players use an Elder Charm, the game rolls a random number for each player, and if that number is above a certain threshold, it rewards them with a random spec-specific item off the boss' loot table. If the internal roll isn't high enough, the player receives just gold.

    In order to obtain these Charms of Good Fortune, players would have to do Daily / Weekly Quests in Pandaria. You basically decide per boss if you want to spend a Charm or not and on top of that you are limited to the amount of Charms in your possession.

    Both of these system could be implemented in a fashion that would fit in FFXIV as well. We could get a new type of currency (like an “Allagan Coin”), which we could get by doing Weekly Quests. Something similar to getting Venture Coins by doing the Beastmen Dailies. Or, by clearing Turns (T1 through 9) once a week.

    I do want to point out that this is just an example how other developers handled this particular situation, which could work in ffxiv as well.
    (2)

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  7. #57
    Player
    KarstenS's Avatar
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    Aug 2013
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    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Nutz View Post
    I like that they implemented sands/ oils through coil
    I do not like sand and oil.

    The reason: Not every class need the same amount of them for their BiS.

    Want back the system of 2.0 tome gear.
    (0)

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  8. #58
    Player
    Artiste's Avatar
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    Apr 2014
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    288
    Character
    Sonata Priam
    World
    Midgardsormr
    Main Class
    Scholar Lv 60
    Quote Originally Posted by KarstenS View Post
    I do not like sand and oil.

    The reason: Not every class need the same amount of them for their BiS.

    Want back the system of 2.0 tome gear.
    And, with sands : The healer get is weapon last, and even the WHM (they prefer a scholar with an upgrade WHM then a WHM)
    Now that sands is easy to get, it's fine, but before, was only T8 and 9, if you couldn't kill T9, was 1 sand/week, took me 2month to get my weapon (and cleared T9 a week after, and drop WHM staff, the game obiously trolled me there)
    If they could, they would even keep the sands for the armors of DPS, and nothing for me, but wouldn't be fair, I got one at last.
    (0)

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