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  1. #1
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    People seem to be confusing what the OP was talking about (or I am, perhaps). They want a token system for the event that you clear a turn 10 times and nothing even drops that you need (a bit vague on this bit -- not sure if this is intended to mean any item for your job or any item that you don't have for your job). 10 clears of weekly locked out content without a drop is a very long time already. This system wouldn't even kick in for the majority of players. There's really only enough time for it to potentially kick in twice between the release of raid tiers (6 months). Obviously this won't make FCoB (or whatever) loot 'more common' -- the increase is an absolute maximum of 5%, but more realistically about 1%. Personally I think that as a consolation to relieve frustration this proposed system does very little.
    (5)

  2. #2
    Player
    SanjuroXI's Avatar
    Join Date
    Aug 2013
    Posts
    151
    Character
    Mijin Gakure
    World
    Malboro
    Main Class
    Archer Lv 60
    If you really played FFXI idk why your complaining about this loot system atleast something is guaranteed to drop. I'll take rng over 1% droprates anyday.
    (1)

  3. #3
    Player
    Whiston's Avatar
    Join Date
    Oct 2014
    Posts
    228
    Character
    Whiston Aglaeca
    World
    Cactuar
    Main Class
    Carpenter Lv 60
    I feel the biggest issue is the loot pool was diluted enough, and Ninja only exacerbated this problem.

    A couple of points about this issue.
    Firstly, in 2.0, all myth gear was job specific. I feel this is a GOOD thing and should probably have returned in 2.4.
    Casters, healers, and tank are currently sharing their tomestone gear with each other, despite having in some cases (casters) significantly differing stat requirements.
    I think it would be in everyone's best interest to save up their "free" tokens to gear up their job of choice specifically.

    Secondly, I don't see ANY logical reason to have class loot in coil separated despite sharing the same stats.
    There is no legitimate reason that a Bard and Ninja should not share the same boots/belts/head pieces etc, other than visual differentiation. This is simply diluting the already thin loot pool.
    Same fact goes for Dragoon and Monk. Given that they should very reasonably share defense stats anyways, both classes could feasibly share left side raid loot also, as they already do with accessories.

    This will still drive the player base to collect a mixed set of coil loot and tomestone loot, and have less gear going to waste, especially since there are at a minimum 2 classes each group does not bring to each instance.

    Weapons from T13 however, you're still looking at a 1/10 chance, unless they eventually (and most definitely should given even more job in expansion) add a third loot chest for specific turns.
    (4)

  4. #4
    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 Whiston View Post
    I feel the biggest issue is the loot pool was diluted enough, and Ninja only exacerbated this problem.

    A couple of points about this issue.
    Firstly, in 2.0, all myth gear was job specific. I feel this is a GOOD thing and should probably have returned in 2.4.
    Casters, healers, and tank are currently sharing their tomestone gear with each other, despite having in some cases (casters) significantly differing stat requirements.
    I think it would be in everyone's best interest to save up their "free" tokens to gear up their job of choice specifically.

    Secondly, I don't see ANY logical reason to have class loot in coil separated despite sharing the same stats.
    There is no legitimate reason that a Bard and Ninja should not share the same boots/belts/head pieces etc, other than visual differentiation. This is simply diluting the already thin loot pool.
    Same fact goes for Dragoon and Monk. Given that they should very reasonably share defense stats anyways, both classes could feasibly share left side raid loot also, as they already do with accessories.

    This will still drive the player base to collect a mixed set of coil loot and tomestone loot, and have less gear going to waste, especially since there are at a minimum 2 classes each group does not bring to each instance.

    Weapons from T13 however, you're still looking at a 1/10 chance, unless they eventually (and most definitely should given even more job in expansion) add a third loot chest for specific turns.
    I disagree with the ideas you are presenting, but I do agree with your point. Because the loot pool is so wide it's making it difficult for you to obtain the specific drops you may need. However, I do not agree with sharing left side. Monks benefit from skill speed, Dragoons do not. Ninjas benefit from Skill Speed, Bards do not. Shrinking the loot pool would only make it harder to get needed stats for your class. This is currently an issue for summoners at the moment. Summoners do not benefit from spell speed and currently there is a ton of it on the gear shared between casters. I actually feel like the loot between these classes should be split instead of grouped.

    I do however feel like there needs to be a way for people to get the drops they need because running coil indefinitely with the hopes of getting gear is no fun.
    I do not play this game to gamble, I play this game to progress so I can move onto other challenges so that I can challenge myself and have fun. My group had to run T9 somewhere around 80 times before the tank coat dropped. Pre 2.4, Pre-echo, and echo combined. This is an absurd amount of time wasted trying to get 1 piece of loot and even had we been clearing week 1 we wouldn't have been able to get it before 2.4.
    (4)

  5. #5
    Player
    Amelia_Pond_Behemoth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,112
    Character
    Violet Baudelaire
    World
    Goblin
    Main Class
    Dark Knight Lv 83
    If a token system was added, here's what I would do: Every X clears you automatically earn a token. Your counter resets when you either earn a token, or earn a drop directly. RNG is still in effect, but not as harsh to those with less luck.
    (2)

  6. #6
    Player

    Join Date
    Dec 2014
    Posts
    4
    I'm actually in favour of a "Token" system being put in place... why? Well because it does favour people that DO run the content on a regular basis and because it does show that the person earns their gear through a degree of skill rather than luck, which is not an indicative of a person's skill or lack thereof.

    I had to do a total of 48 runs to get my High Allagan Healing Coat to drop and it was, hands down some of the most frustrating times I've had with the game, I reached a point where I flat out wanted to quit the game, and it's not because the game's not fun or that the content is unrewarding... but rather because it feels exceedingly unfair because you're stuck having to solely depend on random factors, while other people do less work than you, to get more content (sometimes less to, I'm not forgetting the nature of RNG).
    (0)

  7. #7
    Player
    Filat's Avatar
    Join Date
    Dec 2014
    Posts
    3
    Character
    Slow Morning
    World
    Behemoth
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Risecchi View Post
    I'm actually in favour of a "Token" system being put in place... why? Well because it does favour people that DO run the content on a regular basis and because it does show that the person earns their gear through a degree of skill rather than luck, which is not an indicative of a person's skill or lack thereof.

    I had to do a total of 48 runs to get my High Allagan Healing Coat to drop and it was, hands down some of the most frustrating times I've had with the game, I reached a point where I flat out wanted to quit the game, and it's not because the game's not fun or that the content is unrewarding... but rather because it feels exceedingly unfair because you're stuck having to solely depend on random factors, while other people do less work than you, to get more content (sometimes less to, I'm not forgetting the nature of RNG).
    Totally can agree to this. Took us 40+ clears to get T8 shield and BRD ring, and don't even get me started on the T9 coat. We've already seen two repeat drops in FCOB and just yesterday we got three pieces of DRG gear in our T10 - T12 runs and lo and behold, we don't have a DRG.


    At some point you lose patience and just want the gear to drop so you can move onto something else. With RNG, it's quite possible you will never see needed loot while the content is relevant. So even if you cleared T13 the first week, your weapon may not drop till the week before expansion in which case, that mad dash to get that loot week one would be largely wasted. If there's any reason I'll quit this game it'll be because of the RNG. A token system would've been a godsend for these three pieces of loot so we did not have to do a nearly combined total of nearly 200 clears to get just three pieces of gear.
    (1)

  8. #8
    Player

    Join Date
    Dec 2014
    Posts
    4
    What I gathered from the thread were pretty much 2 things:

    1) Make it so a player that clears the content X amount of times gets a token, which is tradeable at a specific location for one piece of loot - and to prevent this from being abused - make tokens obtainable/tradeable weekly and of course, rolling and winning a drop will also lock you out of said token for the week. This way, gears aren't cappable too fast in any Raid content and still makes players have to work to get them.

    2) Make it so that after you clear "x" or "y" content, and don't get any drops - you earn one token and are able to trade a number of them at a specific location. Say x15 or so tokens for a chest or leg piece and maybe x8 or so for gloves, boots, helm and maybe slightly less for accessories - but have said "store" locked out after you do make a purchase for a week.
    (0)

  9. #9
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70


    See this? It's an achievement item for clearing it once. How hard would it be to add a token item to the 10 clear achievement that could be exchanged for any choice of dreadwyrm gear including weapon? It covers that one piece that just doesn't want to drop, it doesn't break the overall loot distribution of an rng loot system, and it adds merit to clearing stuff early.

    For normal gear there is an token system alternative to make sure that people aren't RNG'd out of gearing but for weapon there is no alternative, it is a higher ilevel than the token alternative.
    (1)

  10. #10
    Player
    Purrfectstorm's Avatar
    Join Date
    Aug 2013
    Posts
    668
    Character
    Purrfect Storm
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Tomes are the only "token" system we need.
    (0)

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