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  1. #1
    Player
    Amanduz's Avatar
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    Aug 2014
    Posts
    12
    Character
    Amanduz Ace
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50

    Loosing Customer based on Loot System in Bahamut Coil

    Dear SE-Team,

    Shortly to my person. I play FF14 already quite long, before I used to play also FF11 and I suggested in FF11 to change the loot system on HNM from tradeable loots to rare/exe loots which are bound to avoid gilselling and frustrating of players. After some month you implemented the idea and I think it was a successful decision to make that game even more better.

    However to my suggestion for FF14. I noticed that you lose quite of lots customer, because they are frustrated because the loot system in Coil is fully RNG based. Let me make that clear on an example:

    For example you have a group which clear T10-T13 weekly. Some people might be really lucky and get the loots their want, but there are also quite few which was clearing in the last patch over 15 times and did not get their loot. I noticed lots of people which have bad luck are just frustrated and go to other games or totally stop playing.

    1000 Systems limit, please read below comment for next page.
    (5)

  2. #2
    Player
    Amanduz's Avatar
    Join Date
    Aug 2014
    Posts
    12
    Character
    Amanduz Ace
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    To avoid this I suggest to fix it with an little modification. You should leave the system like it is with the RNG and weekly lockout but add one important thing. If a player cleared for example 5 or 10 times 1 turn (for example: T13) than he should get an item, let’s call it Token. With this item he can go to an NPC and trade the Token against the specific item which he wants (the NPC should all Loot of turns).

    Player A cleared 8 times Final Coil of Bahamut Turn 13 he unfortunately had no luck that his weapon dropped. He is very frustrated and about to stop playing and find another game. But in 2 more kills of that Boss he know he will get the token and that token he can trade against the weapon he want. That way he stays motivated and keep playing.

    I suggest making weapon token after 10 kills and other token, and for other turns after 5 kills. You can also combine the getting of this token with the archiving system.

    1000 Systems limit, please read below comment for next page.
    (5)

  3. #3
    Player
    Amanduz's Avatar
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    Aug 2014
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    12
    Character
    Amanduz Ace
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    That way you keep:

    A) the player highly motivated, because they see if they put high effort in and long time playing they will get automatic the item they want.

    B) You still have the system you implemented with RNG factor added by an little modification to make it perfect.

    C) Even players which already had luck in RNG and have all their items stay motivated to keep playing because they can also gear now other classes. Before there was problems that people who had all their loots just left the group and didn’t raid with them anymore.

    I hope I was able to make my point of view clear and I hope you implement it in the near future to the game so they game will grow up even more and keep the player long time motivated in the game and keep them in the game.

    If you have further questions, please let me know anytime.

    Thanks,

    Amanduz
    (5)

  4. #4
    Player
    ruskie's Avatar
    Join Date
    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    I don't see how this makes it common. You still get the core of your loot as RNG drops but if you week after week after week get nothing then this balances out that bad RNG by giving you one bit of loot in N weeks.
    (1)

  5. #5
    Player
    ruskie's Avatar
    Join Date
    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    You can edit your post to bypass 1000 char limit. As for this have you looked at the new drexpert dungeons and their drops of "token" gear. I'm guessing this is a bit of a test of such a system for future uses.
    (4)

  6. #6
    Player

    Join Date
    Aug 2014
    Location
    Ul'Dah - Jenova
    Posts
    82
    This makes loot common. I'm sorry but with the lack of varied gear, nothing is truly rare. People should have to work hard for loot. Making loot easily accessible devalue earning it.
    (3)

  7. #7
    Player
    ruskie's Avatar
    Join Date
    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    "Those with a deep well of patience will get these items, those without, well they will stay without."

    Sorry but RNG is not good game design or balance and certanly not rewarding patience. It's a way to keep people getting just that one more hit at trying it(aka player/sub retention).
    And yes I agreed from the start that atma drop rates should have been adjusted OR that there should have been some progression towards getting in to even out the RNG.

    The RNG drops are akin to dig a random hole somewhere and hope you struck something valuable. Also this is not a drop the token instantly. This is drop a token for those people that have in so and so many runs not gotten a SINGLE drop(yes that happens)(this would replace ONE of the drops in the fight by a token after so and so tries of not getting it). Would it change the balance in any way? No not really. Infact I would argue the token dropped should be specific to those people that can need it so in the end if there are 3 people that have yet to see a drop then those 3 can roll on it. It changes nothing balance wise. Just gives a person a bone to keep going(aka player/sub retention).

    And such people are the ones that will leave because not getting a reward for something you are farming is not enjoyable. Especially if you see everyone else around you getting their drops(you wouldn't believe how demoralizing it gets when all your friends already got their atmas 1 month before you manage to get more than 5 for the same or even MORE effort).

    "I don't want to play a game where everyone has the same items."

    Face it you already are. The builds are mostly cookie cutter with maybe 2 paths depending if you prioritize one secondary over another. The rest is just sugar coating on top.
    (2)

  8. #8
    Player
    Riepah's Avatar
    Join Date
    Aug 2013
    Posts
    1,324
    Character
    Riepah Redeemer
    World
    Cactuar
    Main Class
    Archer Lv 70
    Quote Originally Posted by IsaacDamodred View Post
    This makes loot common. I'm sorry but with the lack of varied gear, nothing is truly rare. People should have to work hard for loot. Making loot easily accessible devalue earning it.
    Please make up your mind. Do you want people to "work hard" and "earn" the loot, or do you want them to have enough luck? RNG does not reward effort, it rewards only luck. Did a person who cleared something once and get their drop put in more hard work and effort than a person who cleared it 10 or 20 times and got nothing?

    Quote Originally Posted by IsaacDamodred View Post
    It does make items common. You talk a lot about luck, good luck, bad luck, whatever. The fact is, people get loot regardless of "luck".
    No, they do not. If you're unlucky enough, RNG will screw you over repeatedly, and it has the potential to keep doing so indefinitely, as there is no safeguard installed.

    Quote Originally Posted by IsaacDamodred View Post
    EDIT: I understand your frustration and would suggest that instead of a token for a guaranteed item, for every 10 clears without winning an item the player gest a token that either allows a free reroll or a +10 bonus to their current roll.
    And screw the other people who put in hard work and effort out of their loot?


    Personally, I support a token system similar to what the OP suggested. Considering the multiclassing in this game, there is enough loot people can be interested in to keep running content after gearing their main class. Especially with systems like Allagan Oil and Sand.
    Only runs without any drop should yield a token; if you don't walk away entirely empty-handed, no token that run.
    (8)
    Last edited by Riepah; 12-03-2014 at 11:46 PM.

  9. #9
    Player

    Join Date
    Aug 2014
    Location
    Ul'Dah - Jenova
    Posts
    82
    Quote Originally Posted by Riepah View Post
    Please make up your mind. Do you want people to "work hard" and "earn" the loot, or do you want them to have enough luck? RNG does not reward effort, it rewards only luck. Did a person who cleared something once and get their drop put in more hard work and effort than a person who cleared it 10 or 20 times and got nothing?



    No, they do not. If you're unlucky enough, RNG will screw you over repeatedly, and it has the potential to keep doing so indefinitely, as there is no safeguard installed.

    And screw the other people who put in hard work and effort out of their loot?


    Personally, I support a token system similar to what the OP suggested. Considering the multiclassing in this game, there is enough loot people can be interested in to keep running content after gearing their main class. Especially with systems like Allagan Oil and Sand.
    Only runs without any drop should yield a token; if you don't walk away entirely empty-handed, no token that run.
    Luck? I never spoke of luck as a deciding factor. Luck this, luck that, luck is bullshit, quit holding onto an imaginary feel-good. Before you tell me to "MAKE UP MY MIND" do me a favor and reread my arguments. There is no reason for me to make up my mind as I NEVER ADVOCATED LUCK IN ANY WAY SHAPE OR FORM! /facepalm

    I pay for this game and I say NO FREE ITEMS. How hard is that to understand? You want to throw a wrecking ball at loot all because you cannot get an item in the End Coil? Well, wait for the weekly lockouts to be removed. Patience, it's a virtue, XD.
    (1)
    Last edited by IsaacDamodred; 12-04-2014 at 03:01 AM.

  10. #10
    Player
    RenegadeReaper's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    32
    Character
    Sayo Yo
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by IsaacDamodred View Post
    Luck? I never spoke of luck as a deciding factor. Luck this, luck that, luck is bullshit, quit holding onto an imaginary feel-good. Before you tell me to "MAKE UP MY MIND" do me a favor and reread my arguments. There is no reason for me to make up my mind as I NEVER ADVOCATED LUCK IN ANY WAY SHAPE OR FORM! /facepalm

    I pay for this game and I say NO FREE ITEMS. How hard is that to understand? You want to throw a wrecking ball at loot all because you cannot get an item in the End Coil? Well, wait for the weekly lockouts to be removed. Patience, it's a virtue, XD.
    Some people may never see a piece of loot for their character at all, not just one item. I can't vouch for anyone like this, but like someone mentioned before there is no safeguard against such a thing happening.
    (3)

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